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flightgear/Tools/Triangulate/trisegs.hxx
2009-09-14 13:43:55 +02:00

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4.1 KiB
C++

// trisegs.hxx -- "Triangle" segment management class
//
// Written by Curtis Olson, started March 1999.
//
// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _TRISEGS_HXX
#define _TRISEGS_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <Include/compiler.h>
#include <vector>
#include "trinodes.hxx"
FG_USING_STD(vector);
// a segment is two integer pointers into the node list
class FGTriSeg {
int n1, n2;
public:
// Constructor and destructor
inline FGTriSeg( void ) { };
inline FGTriSeg( int i1, int i2 ) {
n1 = i1;
n2 = i2;
}
inline ~FGTriSeg( void ) { };
inline int get_n1() const { return n1; }
inline void set_n1( int i ) { n1 = i; }
inline int get_n2() const { return n2; }
inline void set_n2( int i ) { n2 = i; }
friend bool operator == (const FGTriSeg& a, const FGTriSeg& b);
};
inline bool operator == (const FGTriSeg& a, const FGTriSeg& b)
{
return ((a.n1 == b.n1) && (a.n2 == b.n2))
|| ((a.n1 == b.n2) && (a.n2 == b.n1));
}
typedef vector < FGTriSeg > triseg_list;
typedef triseg_list::iterator triseg_list_iterator;
typedef triseg_list::const_iterator const_triseg_list_iterator;
class FGTriSegments {
private:
triseg_list seg_list;
// Divide segment if there are other points on it, return the
// divided list of segments
triseg_list divide_segment( const point_list& nodes,
const FGTriSeg& s );
public:
// Constructor and destructor
FGTriSegments( void );
~FGTriSegments( void );
// delete all the data out of seg_list
inline void clear() { seg_list.clear(); }
// Add a segment to the segment list if it doesn't already exist.
// Returns the index (starting at zero) of the segment in the
// list.
int unique_add( const FGTriSeg& s );
// Add a segment to the segment list if it doesn't already exist.
// Returns the index (starting at zero) of the segment in the list.
void unique_divide_and_add( const point_list& node_list,
const FGTriSeg& s );
// return the master node list
inline triseg_list get_seg_list() const { return seg_list; }
// return the ith segment
inline FGTriSeg get_seg( int i ) const { return seg_list[i]; }
};
#endif // _TRISEGS_HXX
// $Log$
// Revision 1.4 1999/04/05 02:17:14 curt
// Dynamically update "error" until the resulting tile data scales within
// a lower and upper bounds.
//
// Revision 1.3 1999/03/27 05:30:18 curt
// Handle corner nodes separately from the rest of the fitted nodes.
// Add fitted nodes in after corners and polygon nodes since the fitted nodes
// are less important. Subsequent nodes will "snap" to previous nodes if
// they are "close enough."
// Need to manually divide segments to prevent "T" intersetions which can
// confound the triangulator. Hey, I got to use a recursive method!
// Pass along correct triangle attributes to output file generator.
// Do fine grained node snapping for corners and polygons, but course grain
// node snapping for fitted terrain nodes.
//
// Revision 1.2 1999/03/20 20:33:00 curt
// First mostly successful tile triangulation works. There's plenty of tweaking
// to do, but we are marching in the right direction.
//
// Revision 1.1 1999/03/20 13:21:36 curt
// Initial revision.
//