Remove support for a "minimum triangle angle" quality constraint when
triangulating a tile. A better strategy is to have better input that doesn't need to hide behind this trick.
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1 changed files with 4 additions and 7 deletions
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@ -43,6 +43,7 @@
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#include <Geometry/trinodes.hxx>
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#include <Geometry/trinodes.hxx>
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#include <Geometry/trisegs.hxx>
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#include <Geometry/trisegs.hxx>
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#include <Polygon/names.hxx>
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#include <Clipper/clipper.hxx>
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#include <Clipper/clipper.hxx>
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#include <Triangulate/trieles.hxx>
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#include <Triangulate/trieles.hxx>
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@ -59,9 +60,6 @@ class TGConstruct {
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private:
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private:
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// minimum interior angle for triangulation
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string angle;
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// path to land-cover file (if any)
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// path to land-cover file (if any)
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string cover;
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string cover;
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@ -120,10 +118,6 @@ public:
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// Destructor
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// Destructor
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~TGConstruct();
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~TGConstruct();
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// minimum interior angle for triangulation
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inline string get_angle() const { return angle; }
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inline void set_angle( const string &s ) { angle = s; }
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// land cover file
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// land cover file
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inline string get_cover () const { return cover; }
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inline string get_cover () const { return cover; }
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inline void set_cover (const string &s) { cover = s; }
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inline void set_cover (const string &s) { cover = s; }
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@ -164,6 +158,9 @@ public:
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// triangle elements (after triangulation)
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// triangle elements (after triangulation)
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inline triele_list get_tri_elements() const { return tri_elements; }
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inline triele_list get_tri_elements() const { return tri_elements; }
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inline void set_tri_elements( triele_list e ) { tri_elements = e; }
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inline void set_tri_elements( triele_list e ) { tri_elements = e; }
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inline void set_tri_attribute( int num, AreaType a ) {
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tri_elements[num].set_attribute( a );
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}
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// edge segments (after triangulation)
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// edge segments (after triangulation)
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inline TGTriSegments get_tri_segs() const { return tri_segs; }
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inline TGTriSegments get_tri_segs() const { return tri_segs; }
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