#include "triangle.hxx"
+#include "tripoly.hxx"
// Constructor
// populate this class based on the specified gpc_polys list
int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
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)
cout << "processing a polygon, contours = "
<< gpc_poly->num_contours << endl;
- poly.erase(poly.begin(), poly.end());
+ FGTriPoly poly;
if (gpc_poly->num_contours <= 0 ) {
cout << "FATAL ERROR! no contours in this polygon" << endl;
gpc_poly->contour[j].vertex[k].y,
0 );
index = trinodes.unique_add( p );
- poly.push_back(index);
+ poly.add_node(index);
// cout << index << endl;
}
+ poly.calc_point_inside( trinodes );
+
polylist[i].push_back(poly);
}
}
// do actual triangulation
-int FGTriangle::do_triangulate( const tripoly& poly ) {
- point_container node_list;
- struct triangulateio in, mid, out, vorout;
+int FGTriangle::do_triangulate( const FGTriPoly& poly ) {
+ trinode_list node_list;
+ struct triangulateio in, out;
int counter;
// define input points
node_list = trinodes.get_node_list();
in.numberofpoints = node_list.size();
+ in.numberofpointattributes = 0;
in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
- point_iterator current, last;
+ trinode_list_iterator current, last;
current = node_list.begin();
last = node_list.end();
counter = 0;
in.pointlist[counter++] = current->x();
in.pointlist[counter++] = current->y();
}
+
+ return 0;
}
// triangulate each of the polygon areas
int FGTriangle::triangulate() {
- tripoly poly;
+ FGTriPoly poly;
+ struct triangulateio in, out;
- tripoly_list_iterator current, last;
+ trinode_list node_list = trinodes.get_node_list();
+
+ // point list
+ in.numberofpoints = node_list.size();
+ in.numberofpointattributes = 1;
+ in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
+
+ trinode_list_iterator tn_current, tn_last;
+ tn_current = node_list.begin();
+ tn_last = node_list.end();
+ int counter = 0;
+ for ( ; tn_current != tn_last; ++tn_current ) {
+ in.pointlist[counter++] = tn_current->x();
+ in.pointlist[counter++] = tn_current->y();
+ }
+
+ in.pointattributelist = (REAL *) NULL;
+ in.pointmarkerlist = (int *) NULL;
+
+ // segment list
+ in.numberofsegments = 0;
+ tripoly_list_iterator tp_current, tp_last;
+ for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
+ cout << "area type = " << i << endl;
+ tp_current = polylist[i].begin();
+ tp_last = polylist[i].end();
+ for ( ; tp_current != tp_last; ++tp_current ) {
+ poly = *tp_current;
+ in.numberofsegments += poly.size() + 1;
+ }
+ }
+
+ in.numberofsegments = 0;
+
+ in.numberofholes = 0;
+ in.numberofregions = 1;
+ in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL));
+ in.regionlist[0] = 0.5;
+ in.regionlist[1] = 5.0;
+ in.regionlist[2] = 7.0; /* Regional attribute (for whole mesh). */
+ in.regionlist[3] = 0.1; /* Area constraint that will not be used. */
+
+ /*
+ tripoly_list_iterator current, last;
for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
cout << "area type = " << i << endl;
current = polylist[i].begin();
do_triangulate( poly );
}
}
-
+ */
return 0;
}
// $Log$
+// 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.
//