#include "triangle.hxx"
-
+#include "tripoly.hxx"
// Constructor
FGTriangle::FGTriangle( void ) {
// populate this class based on the specified gpc_polys list
-int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
+int
+FGTriangle::build( const fitnode_list& fit_list,
+ const FGgpcPolyList& gpc_polys )
+{
+ FGTriPoly poly;
int index;
- tripoly poly;
- // traverse the gpc_polys and build a unified node list and a set
- // of Triangle PSLG that reference the node list by index
- // (starting at zero)
+ // Point3D junkp;
+ // int junkc = 0;
+ // char junkn[256];
+ // FILE *junkfp;
+
+ // traverse the dem fit list and gpc_polys building a unified node
+ // list and converting the polygons so that they reference the
+ // node list by index (starting at zero) rather than listing the
+ // points explicitely
+
+ const_fitnode_list_iterator f_current, f_last;
+ f_current = fit_list.begin();
+ f_last = fit_list.end();
+ for ( ; f_current != f_last; ++f_current ) {
+ index = trinodes.unique_add( *f_current );
+ }
gpc_polygon *gpc_poly;
const_gpcpoly_iterator current, last;
cout << "processing a polygon, contours = "
<< gpc_poly->num_contours << endl;
- poly.erase(poly.begin(), poly.end());
-
if (gpc_poly->num_contours <= 0 ) {
cout << "FATAL ERROR! no contours in this polygon" << endl;
exit(-1);
if (gpc_poly->num_contours > 1 ) {
cout << "FATAL ERROR! no multi-contour support" << endl;
- sleep(5);
+ sleep(2);
// exit(-1);
}
for ( int j = 0; j < gpc_poly->num_contours; j++ ) {
+
+ poly.erase();
+
+ // sprintf(junkn, "g.%d", junkc++);
+ // junkfp = fopen(junkn, "w");
+
for ( int k = 0; k < gpc_poly->contour[j].num_vertices; k++ ) {
Point3D p( gpc_poly->contour[j].vertex[k].x,
gpc_poly->contour[j].vertex[k].y,
0 );
index = trinodes.unique_add( p );
- poly.push_back(index);
+ // junkp = trinodes.get_node( index );
+ // fprintf(junkfp, "%.4f %.4f\n", junkp.x(), junkp.y());
+ poly.add_node(index);
// cout << index << endl;
}
+ // fprintf(junkfp, "%.4f %.4f\n",
+ // gpc_poly->contour[j].vertex[0].x,
+ // gpc_poly->contour[j].vertex[0].y);
+ // fclose(junkfp);
+
+ poly.calc_point_inside( trinodes );
+
polylist[i].push_back(poly);
}
}
<< polylist[i].size() << endl;
}
}
+
+ // traverse the polygon lists and build the segment (edge) list
+ // that is used by the "Triangle" lib.
+
+ int i1, i2;
+ for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
+ cout << "area type = " << i << endl;
+ tripoly_list_iterator tp_current, tp_last;
+ tp_current = polylist[i].begin();
+ tp_last = polylist[i].end();
+
+ // process each polygon in list
+ for ( ; tp_current != tp_last; ++tp_current ) {
+ poly = *tp_current;
+
+ for ( int j = 0; j < (int)(poly.size()) - 1; ++j ) {
+ i1 = poly.get_pt_index( j );
+ i2 = poly.get_pt_index( j + 1 );
+ trisegs.unique_add( FGTriSeg(i1, i2) );
+ }
+ i1 = poly.get_pt_index( 0 );
+ i2 = poly.get_pt_index( poly.size() - 1 );
+ trisegs.unique_add( FGTriSeg(i1, i2) );
+ }
+ }
+
return 0;
}
-// do actual triangulation
-int FGTriangle::do_triangulate( const tripoly& poly ) {
- point_container node_list;
- struct triangulateio in, mid, out, vorout;
- int counter;
+static void write_out_data(struct triangulateio *out) {
+ FILE *node = fopen("tile.node", "w");
+ fprintf(node, "%d 2 %d 0\n",
+ out->numberofpoints, out->numberofpointattributes);
+ for (int i = 0; i < out->numberofpoints; i++) {
+ fprintf(node, "%d %.6f %.6f %.2f\n",
+ i, out->pointlist[2*i], out->pointlist[2*i + 1], 0.0);
+ }
+ fclose(node);
- // define input points
- node_list = trinodes.get_node_list();
+ FILE *ele = fopen("tile.ele", "w");
+ fprintf(ele, "%d 3 0\n", out->numberoftriangles);
+ for (int i = 0; i < out->numberoftriangles; i++) {
+ fprintf(ele, "%d ", i);
+ for (int j = 0; j < out->numberofcorners; j++) {
+ fprintf(ele, "%d ", out->trianglelist[i * out->numberofcorners + j]);
+ }
+ for (int j = 0; j < out->numberoftriangleattributes; j++) {
+ fprintf(ele, "%.6f ",
+ out->triangleattributelist[i
+ * out->numberoftriangleattributes
+ + j]
+ );
+ }
+ fprintf(ele, "\n");
+ }
+ fclose(ele);
+ FILE *fp = fopen("tile.poly", "w");
+ fprintf(fp, "0 2 1 0\n");
+ fprintf(fp, "%d 0\n", out->numberofsegments);
+ for (int i = 0; i < out->numberofsegments; ++i) {
+ fprintf(fp, "%d %d %d\n",
+ i, out->segmentlist[2*i], out->segmentlist[2*i + 1]);
+ }
+ fprintf(fp, "%d\n", out->numberofholes);
+ for (int i = 0; i < out->numberofholes; i++) {
+ fprintf(fp, "%d %.6f %.6f\n",
+ i, out->holelist[2*i], out->holelist[2*i + 1]);
+ }
+ fprintf(fp, "%d\n", out->numberofregions);
+ for (int i = 0; i < out->numberofregions; i++) {
+ fprintf(fp, "%d %.6f %.6f %.6f\n",
+ i, out->regionlist[4*i], out->regionlist[4*i + 1],
+ out->regionlist[4*i + 2]);
+ }
+}
+
+
+// triangulate each of the polygon areas
+int FGTriangle::run_triangulate() {
+ FGTriPoly poly;
+ Point3D p;
+ struct triangulateio in, out, vorout;
+ int counter;
+
+ // point list
+ trinode_list node_list = trinodes.get_node_list();
in.numberofpoints = node_list.size();
in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
- point_iterator current, last;
- current = node_list.begin();
- last = node_list.end();
+ trinode_list_iterator tn_current, tn_last;
+ tn_current = node_list.begin();
+ tn_last = node_list.end();
counter = 0;
- for ( ; current != last; ++current ) {
- in.pointlist[counter++] = current->x();
- in.pointlist[counter++] = current->y();
+ for ( ; tn_current != tn_last; ++tn_current ) {
+ in.pointlist[counter++] = tn_current->x();
+ in.pointlist[counter++] = tn_current->y();
+ }
+
+ in.numberofpointattributes = 1;
+ in.pointattributelist = (REAL *) malloc(in.numberofpoints *
+ in.numberofpointattributes *
+ sizeof(REAL));
+ for ( int i = 0; i < in.numberofpoints * in.numberofpointattributes; i++) {
+ in.pointattributelist[i] = 0.0;
}
-}
+ in.pointmarkerlist = (int *) malloc(in.numberofpoints * sizeof(int));
+ for ( int i = 0; i < in.numberofpoints; i++) {
+ in.pointmarkerlist[i] = 0;
+ }
-// triangulate each of the polygon areas
-int FGTriangle::triangulate() {
- tripoly poly;
+ // triangle list
+ in.numberoftriangles = 0;
- tripoly_list_iterator current, last;
+ // segment list
+ triseg_list seg_list = trisegs.get_seg_list();
+ in.numberofsegments = seg_list.size();
+ in.segmentlist = (int *) malloc(in.numberofsegments * 2 * sizeof(int));
+ triseg_list_iterator s_current, s_last;
+ s_current = seg_list.begin();
+ s_last = seg_list.end();
+ counter = 0;
+ for ( ; s_current != s_last; ++s_current ) {
+ in.segmentlist[counter++] = s_current->get_n1();
+ in.segmentlist[counter++] = s_current->get_n2();
+ }
+
+ // hole list (make holes for airport ignore areas)
+ in.numberofholes = polylist[(int)AirportIgnoreArea].size();
+ in.holelist = (REAL *) malloc(in.numberofholes * 2 * sizeof(REAL));
+
+ tripoly_list_iterator h_current, h_last;
+ h_current = polylist[(int)AirportIgnoreArea].begin();
+ h_last = polylist[(int)AirportIgnoreArea].end();
+ counter = 0;
+ for ( ; h_current != h_last; ++h_current ) {
+ poly = *h_current;
+ p = poly.get_point_inside();
+ in.holelist[counter++] = p.x();
+ in.holelist[counter++] = p.y();
+ }
+
+ // region list
+ in.numberofregions = 0;
for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
- cout << "area type = " << i << endl;
- current = polylist[i].begin();
- last = polylist[i].end();
- for ( ; current != last; ++current ) {
- poly = *current;
- cout << "triangulating a polygon, size = " << poly.size() << endl;
+ in.numberofregions += polylist[i].size();
+ }
- do_triangulate( poly );
+ in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL));
+ counter = 0;
+ for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
+ tripoly_list_iterator h_current, h_last;
+ h_current = polylist[(int)i].begin();
+ h_last = polylist[(int)i].end();
+ for ( ; h_current != h_last; ++h_current ) {
+ poly = *h_current;
+ p = poly.get_point_inside();
+ in.regionlist[counter++] = p.x(); // x coord
+ in.regionlist[counter++] = p.y(); // y coord
+ in.regionlist[counter++] = i; // region attribute
+ in.regionlist[counter++] = -1.0; // area constraint (unused)
}
}
+ // prep the output structures
+ out.pointlist = (REAL *) NULL; // Not needed if -N switch used.
+ // Not needed if -N switch used or number of point attributes is zero:
+ out.pointattributelist = (REAL *) NULL;
+ out.pointmarkerlist = (int *) NULL; // Not needed if -N or -B switch used.
+ out.trianglelist = (int *) NULL; // Not needed if -E switch used.
+ // Not needed if -E switch used or number of triangle attributes is zero:
+ out.triangleattributelist = (REAL *) NULL;
+ out.neighborlist = (int *) NULL; // Needed only if -n switch used.
+ // Needed only if segments are output (-p or -c) and -P not used:
+ out.segmentlist = (int *) NULL;
+ // Needed only if segments are output (-p or -c) and -P and -B not used:
+ out.segmentmarkerlist = (int *) NULL;
+ out.edgelist = (int *) NULL; // Needed only if -e switch used.
+ out.edgemarkerlist = (int *) NULL; // Needed if -e used and -B not used.
+
+ vorout.pointlist = (REAL *) NULL; // Needed only if -v switch used.
+ // Needed only if -v switch used and number of attributes is not zero:
+ vorout.pointattributelist = (REAL *) NULL;
+ vorout.edgelist = (int *) NULL; // Needed only if -v switch used.
+ vorout.normlist = (REAL *) NULL; // Needed only if -v switch used.
+
+ // TEMPORARY
+ // write_out_data(&in);
+
+ // Triangulate the points. Switches are chosen to read and write
+ // a PSLG (p), preserve the convex hull (c), number everything
+ // from zero (z), assign a regional attribute to each element (A),
+ // and produce an edge list (e), and a triangle neighbor list (n).
+
+ triangulate("pczq15Aen", &in, &out, &vorout);
+
+ // TEMPORARY
+ write_out_data(&out);
+
+ // free mem allocated to the "Triangle" structures
+ free(in.pointlist);
+ free(in.pointattributelist);
+ free(in.pointmarkerlist);
+ free(in.regionlist);
+ free(out.pointlist);
+ free(out.pointattributelist);
+ free(out.pointmarkerlist);
+ free(out.trianglelist);
+ free(out.triangleattributelist);
+ // free(out.trianglearealist);
+ free(out.neighborlist);
+ free(out.segmentlist);
+ free(out.segmentmarkerlist);
+ free(out.edgelist);
+ free(out.edgemarkerlist);
+ free(vorout.pointlist);
+ free(vorout.pointattributelist);
+ free(vorout.edgelist);
+ free(vorout.normlist);
+
return 0;
}
// $Log$
+// Revision 1.9 1999/03/21 15:48:02 curt
+// Removed Dem2node from the Tools fold.
+// Tweaked the triangulator options to add quality mesh refinement.
+//
+// Revision 1.8 1999/03/21 14:02:06 curt
+// Added a mechanism to dump out the triangle structures for viewing.
+// Fixed a couple bugs in first pass at triangulation.
+// - needed to explicitely initialize the polygon accumulator in triangle.cxx
+// before each polygon rather than depending on the default behavior.
+// - Fixed a problem with region attribute propagation where I wasn't generating
+// the hole points correctly.
+//
+// Revision 1.7 1999/03/20 20:32:55 curt
+// First mostly successful tile triangulation works. There's plenty of tweaking
+// to do, but we are marching in the right direction.
+//
+// Revision 1.6 1999/03/20 13:22:11 curt
+// Added trisegs.[ch]xx tripoly.[ch]xx.
+//
+// Revision 1.5 1999/03/20 02:21:52 curt
+// Continue shaping the code towards triangulation bliss. Added code to
+// calculate some point guaranteed to be inside a polygon.
+//
// Revision 1.4 1999/03/19 22:29:04 curt
// Working on preparationsn for triangulation.
//