Working on polygon triangulation/tesselation.
This commit is contained in:
parent
3c914ac718
commit
7e21f8b28f
5 changed files with 248 additions and 38 deletions
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@ -37,7 +37,12 @@ genapts_LDADD = \
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$(top_builddir)/src/Lib/Polygon/libPolygon.a \
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$(top_builddir)/src/Lib/poly2tri/libpoly2tri.a \
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$(top_builddir)/src/Lib/Build/libBuild.a \
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$(top_builddir)/src/Lib/Triangle/libTriangle.a \
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-lsgbucket -lsgdebug -lsgmath -lsgmisc -lz -lgpc \
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$(base_LIBS)
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INCLUDES += -I$(top_builddir) -I$(top_builddir)/src -I$(top_builddir)/src/Lib
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INCLUDES += \
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-I$(top_builddir) \
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-I$(top_builddir)/src \
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-I$(top_builddir)/src/Lib \
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-I$(top_builddir)/src/Construct
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@ -44,9 +44,11 @@
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#include <simgear/misc/texcoord.hxx>
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#include <Array/array.hxx>
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#include <Build/poly_support.hxx>
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#include <Build/trinodes.hxx>
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#include <Polygon/index.hxx>
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#include <Polygon/polygon.hxx>
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#include <Triangulate/trieles.hxx>
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#include "convex_hull.hxx"
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#include "point2d.hxx"
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@ -960,6 +962,16 @@ void build_airport( string airport_raw, string_list& runways_raw,
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}
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base_nodes = add_nodes_to_poly( base_nodes, tmp_nodes );
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// new stripper approach
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cout << "Ready to try new striper" << endl;
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cout << "First calculate a 'point inside' for each contour and hole"
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<< endl;
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/* 1 */ calc_points_inside( base_nodes );
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for ( int i = 0; i < base_nodes.contours(); ++i ) {
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cout << base_nodes.get_point_inside( i ) << endl;
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}
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/* 2 */ triele_list base_tris = polygon_tesselate( base_nodes, -1 );
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// generate convex hull and strip version
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FGPolygon base_strips = polygon_to_tristrip( base_nodes );
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@ -296,9 +296,7 @@ int main( int argc, char **argv ) {
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exit(-1);
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}
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// throw away the first 3 lines
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in.getline(tmp, 256);
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in.getline(tmp, 256);
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// throw away the first line
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in.getline(tmp, 256);
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last_airport = "";
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@ -36,6 +36,7 @@ extern "C" {
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#include <Triangle/triangle.h>
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}
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#include "poly_support.hxx"
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#include "trinodes.hxx"
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@ -225,25 +226,39 @@ Point3D calc_point_inside( const FGPolygon& p, const int contour,
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}
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// basic triangulation of a polygon with out adding points or
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// splitting edges
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static triele_list triangulate_contour( const point_list contour,
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const point_list holes ) {
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// basic triangulation of a polygon contour out adding points or
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// splitting edges. If contour >= 0 just tesselate the specified
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// contour.
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triele_list polygon_tesselate( const FGPolygon poly, const int contour ) {
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// triangle list
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triele_list elelist;
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struct triangulateio in, out, vorout;
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int counter;
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int counter, offset;
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// point list
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double max_x = contour[0].x();
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in.numberofpoints = contour.size();
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double max_x = poly.get_contour(0)[0].x();
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int total_pts = 0;
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for ( int i = 0; i < poly.contours(); ++i ) {
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if ( (contour < 0) || poly.get_hole_flag(i) || (i == contour) ) {
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total_pts += poly.contour_size( i );
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}
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}
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in.numberofpoints = total_pts;
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in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
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for ( int i = 0; i < in.numberofpoints; ++i ) {
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in.pointlist[2*i] = contour[i].x();
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in.pointlist[2*i + 1] = contour[i].y();
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if ( contour[i].x() > max_x ) {
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max_x = contour[i].x();
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counter = 0;
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for ( int i = 0; i < poly.contours(); ++i ) {
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if ( (contour < 0) || poly.get_hole_flag(i) || (i == contour) ) {
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point_list contour = poly.get_contour( i );
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for ( int j = 0; j < (int)contour.size(); ++j ) {
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in.pointlist[2*counter] = contour[j].x();
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in.pointlist[2*counter + 1] = contour[j].y();
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if ( contour[j].x() > max_x ) {
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max_x = contour[j].x();
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}
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++counter;
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}
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}
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}
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@ -251,8 +266,15 @@ static triele_list triangulate_contour( const point_list contour,
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in.pointattributelist = (REAL *) malloc(in.numberofpoints *
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in.numberofpointattributes *
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sizeof(REAL));
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for ( int i = 0; i < in.numberofpoints * in.numberofpointattributes; ++i) {
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in.pointattributelist[i] = contour[i].z();
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counter = 0;
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for ( int i = 0; i < poly.contours(); ++i ) {
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if ( (contour < 0) || poly.get_hole_flag(i) || (i == contour) ) {
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point_list contour = poly.get_contour( i );
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for ( int j = 0; j < (int)contour.size(); ++j ) {
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in.pointattributelist[counter] = contour[j].z();
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++counter;
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}
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}
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}
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in.pointmarkerlist = (int *) malloc(in.numberofpoints * sizeof(int));
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@ -264,26 +286,42 @@ static triele_list triangulate_contour( const point_list contour,
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in.numberoftriangles = 0;
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// segment list
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in.numberofsegments = contour.size();
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in.numberofsegments = total_pts;
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in.segmentlist = (int *) malloc(in.numberofsegments * 2 * sizeof(int));
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in.segmentmarkerlist = (int *) malloc(in.numberofsegments * sizeof(int));
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counter = 0;
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for ( int i = 0; i < in.numberofsegments - 1; ++i ) {
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in.segmentlist[counter++] = i;
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in.segmentlist[counter++] = i + 1;
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offset = 0;
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for ( int i = 0; i < poly.contours(); ++i ) {
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point_list contour = poly.get_contour( i );
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for ( int j = 0; j < (int)contour.size() - 1; ++j ) {
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in.segmentlist[counter++] = i + offset;
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in.segmentlist[counter++] = i + offset + 1;
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in.segmentmarkerlist[i] = 0;
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}
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in.segmentlist[counter++] = in.numberofsegments - 1;
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in.segmentlist[counter++] = 0;
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in.segmentmarkerlist[in.numberofsegments - 1] = 0;
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in.segmentlist[counter++] = (int)contour.size() + offset - 1;
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in.segmentlist[counter++] = 0 + offset;
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in.segmentmarkerlist[(int)contour.size() - 1] = 0;
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offset += contour.size();
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}
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// hole list
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in.numberofholes = holes.size() + 1;
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int hole_count = 0;
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for ( int i = 0; i < poly.contours(); ++i ) {
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if ( poly.get_hole_flag( i ) ) {
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++hole_count;
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}
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}
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in.numberofholes = hole_count + 1;
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in.holelist = (REAL *) malloc(in.numberofholes * 2 * sizeof(REAL));
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counter = 0;
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for ( int i = 0; i < (int)holes.size(); ++i ) {
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in.holelist[counter++] = holes[i].x();
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in.holelist[counter++] = holes[i].y();
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for ( int i = 0; i < poly.contours(); ++i ) {
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if ( poly.get_hole_flag( i ) ) {
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in.holelist[counter++] = poly.get_point_inside(i).x();
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in.holelist[counter++] = poly.get_point_inside(i).y();
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}
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}
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// outside of polygon
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in.holelist[counter++] = max_x + 1.0;
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@ -379,12 +417,159 @@ static triele_list triangulate_contour( const point_list contour,
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}
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// basic triangulation of a polygon with out adding points or
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// splitting edges and without regard for holes
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static triele_list contour_tesselate( const point_list contour ) {
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// triangle list
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triele_list elelist;
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struct triangulateio in, out, vorout;
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int counter;
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// point list
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double max_x = contour[0].x();
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in.numberofpoints = contour.size();
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in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
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for ( int i = 0; i < in.numberofpoints; ++i ) {
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in.pointlist[2*i] = contour[i].x();
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in.pointlist[2*i + 1] = contour[i].y();
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if ( contour[i].x() > max_x ) {
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max_x = contour[i].x();
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}
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}
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in.numberofpointattributes = 1;
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in.pointattributelist = (REAL *) malloc(in.numberofpoints *
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in.numberofpointattributes *
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sizeof(REAL));
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for ( int i = 0; i < in.numberofpoints * in.numberofpointattributes; ++i) {
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in.pointattributelist[i] = contour[i].z();
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}
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in.pointmarkerlist = (int *) malloc(in.numberofpoints * sizeof(int));
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for ( int i = 0; i < in.numberofpoints; ++i) {
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in.pointmarkerlist[i] = 0;
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}
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// triangle list
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in.numberoftriangles = 0;
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// segment list
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in.numberofsegments = contour.size();
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in.segmentlist = (int *) malloc(in.numberofsegments * 2 * sizeof(int));
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in.segmentmarkerlist = (int *) malloc(in.numberofsegments * sizeof(int));
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counter = 0;
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for ( int i = 0; i < in.numberofsegments - 1; ++i ) {
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in.segmentlist[counter++] = i;
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in.segmentlist[counter++] = i + 1;
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in.segmentmarkerlist[i] = 0;
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}
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in.segmentlist[counter++] = in.numberofsegments - 1;
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in.segmentlist[counter++] = 0;
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in.segmentmarkerlist[in.numberofsegments - 1] = 0;
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// hole list
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in.numberofholes = 1;
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in.holelist = (REAL *) malloc(in.numberofholes * 2 * sizeof(REAL));
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// outside of polygon
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counter = 0;
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in.holelist[counter++] = max_x + 1.0;
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in.holelist[counter++] = 0.0;
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// region list
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in.numberofregions = 0;
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in.regionlist = (REAL *) NULL;
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// prep the output structures
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out.pointlist = (REAL *) NULL; // Not needed if -N switch used.
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// Not needed if -N switch used or number of point attributes is zero:
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out.pointattributelist = (REAL *) NULL;
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out.pointmarkerlist = (int *) NULL; // Not needed if -N or -B switch used.
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out.trianglelist = (int *) NULL; // Not needed if -E switch used.
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// Not needed if -E switch used or number of triangle attributes is zero:
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out.triangleattributelist = (REAL *) NULL;
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out.neighborlist = (int *) NULL; // Needed only if -n switch used.
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// Needed only if segments are output (-p or -c) and -P not used:
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out.segmentlist = (int *) NULL;
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// Needed only if segments are output (-p or -c) and -P and -B not used:
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out.segmentmarkerlist = (int *) NULL;
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out.edgelist = (int *) NULL; // Needed only if -e switch used.
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out.edgemarkerlist = (int *) NULL; // Needed if -e used and -B not used.
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vorout.pointlist = (REAL *) NULL; // Needed only if -v switch used.
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// Needed only if -v switch used and number of attributes is not zero:
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vorout.pointattributelist = (REAL *) NULL;
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vorout.edgelist = (int *) NULL; // Needed only if -v switch used.
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vorout.normlist = (REAL *) NULL; // Needed only if -v switch used.
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// TEMPORARY
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// write_out_data(&in);
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// Triangulate the points. Switches are chosen to read and write
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// a PSLG (p), number everything from zero (z), and produce an
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// edge list (e), and a triangle neighbor list (n).
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// no new points on boundary (Y), no internal segment
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// splitting (YY), no quality refinement (q)
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string tri_options;
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tri_options = "pzYYen";
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cout << "Triangulation with options = " << tri_options << endl;
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triangulate( (char *)tri_options.c_str(), &in, &out, &vorout );
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// TEMPORARY
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// write_out_data(&out);
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// now copy the results back into the corresponding FGTriangle
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// structures
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// triangles
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elelist.clear();
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int n1, n2, n3;
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double attribute;
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for ( int i = 0; i < out.numberoftriangles; ++i ) {
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n1 = out.trianglelist[i * 3];
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n2 = out.trianglelist[i * 3 + 1];
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n3 = out.trianglelist[i * 3 + 2];
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if ( out.numberoftriangleattributes > 0 ) {
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attribute = out.triangleattributelist[i];
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} else {
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attribute = 0.0;
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}
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// cout << "triangle = " << n1 << " " << n2 << " " << n3 << endl;
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elelist.push_back( FGTriEle( n1, n2, n3, attribute ) );
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}
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// free mem allocated to the "Triangle" structures
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free(in.pointlist);
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free(in.pointattributelist);
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free(in.pointmarkerlist);
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free(in.regionlist);
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free(out.pointlist);
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free(out.pointattributelist);
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free(out.pointmarkerlist);
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free(out.trianglelist);
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free(out.triangleattributelist);
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// free(out.trianglearealist);
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free(out.neighborlist);
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free(out.segmentlist);
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free(out.segmentmarkerlist);
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free(out.edgelist);
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free(out.edgemarkerlist);
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free(vorout.pointlist);
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free(vorout.pointattributelist);
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free(vorout.edgelist);
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free(vorout.normlist);
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return elelist;
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}
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// Find a point inside the polygon without regard for holes
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static Point3D point_inside_hole( point_list contour ) {
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point_list holes;
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holes.clear();
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triele_list elelist = triangulate_contour( contour, holes );
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triele_list elelist = contour_tesselate( contour );
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if ( elelist.size() <= 0 ) {
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cout << "Error polygon triangulated to zero triangles!" << endl;
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exit(-1);
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@ -404,7 +589,8 @@ static Point3D point_inside_hole( point_list contour ) {
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}
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// Find a point inside the polygon without regard for holes
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// Find a point inside a specific polygon contour taking holes into
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// consideration
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static Point3D point_inside_contour( const FGPolygon p, int contour ) {
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point_list holes;
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holes.clear();
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@ -416,8 +602,7 @@ static Point3D point_inside_contour( const FGPolygon p, int contour ) {
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}
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}
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triele_list elelist = triangulate_contour( p.get_contour( contour ),
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holes );
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triele_list elelist = polygon_tesselate( p, contour );
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if ( elelist.size() <= 0 ) {
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cout << "Error polygon triangulated to zero triangles!" << endl;
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exit(-1);
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@ -442,8 +627,12 @@ static Point3D point_inside_contour( const FGPolygon p, int contour ) {
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// assigning attribute areas
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void calc_points_inside( FGPolygon& p ) {
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// first calculate an inside point for all holes
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cout << "calculating points for poly with contours = " << p.contours()
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<< endl;
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for ( int i = 0; i < p.contours(); ++i ) {
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if ( p.get_hole_flag( i ) ) {
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cout << " hole = " << i << endl;
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Point3D hole_pt = point_inside_hole( p.get_contour( i ) );
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p.set_point_inside( i, hole_pt );
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}
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@ -453,6 +642,7 @@ void calc_points_inside( FGPolygon& p ) {
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// into consideration the holes
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for ( int i = 0; i < p.contours(); ++i ) {
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if ( ! p.get_hole_flag( i ) ) {
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cout << " enclosing contour = " << i << endl;
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Point3D inside_pt = point_inside_contour( p, i );
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p.set_point_inside( i, inside_pt );
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}
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@ -35,18 +35,23 @@
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#include <simgear/math/fg_types.hxx>
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#include <Polygon/polygon.hxx>
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#include <Triangulate/trieles.hxx>
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#include "trinodes.hxx"
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// basic triangulation of a polygon contour out adding points or
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// splitting edges. If contour >= 0 just tesselate the specified
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// contour.
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triele_list polygon_tesselate( const FGPolygon poly, const int contour );
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// calculate some "arbitrary" point inside the specified contour for
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// assigning attribute areas. This requires data structures outside
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// of "FGPolygon" which is why it is living over here in "Lib/Build"
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Point3D calc_point_inside( const FGPolygon& p, const int contour,
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const FGTriNodes& trinodes );
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void calc_points_inside( const FGPolygon& p );
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void calc_points_inside( FGPolygon& p );
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#endif // _POLY_SUPPORT_HXX
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