// populate this class based on the specified gpc_polys list
-int FGTriangle::build( FGgpcPolyList gpc_polys ) {
+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)
gpc_polygon *gpc_poly;
- gpcpoly_iterator current, last;
+ const_gpcpoly_iterator current, last;
// process polygons in priority order
cout << "prepairing node list and polygons" << endl;
- for ( int i = 0; i < FG_MAX_AREAS; ++i ) {
+ for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
cout << "area type = " << i << endl;
current = gpc_polys.polys[i].begin();
last = gpc_polys.polys[i].end();
for ( ; current != last; ++current ) {
gpc_poly = *current;
+ 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);
+ // exit(-1);
+ }
for ( int j = 0; j < gpc_poly->num_contours; j++ ) {
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 );
- cout << trinodes.unique_add( p ) << endl;
+ index = trinodes.unique_add( p );
+ poly.push_back(index);
+ // cout << index << endl;
}
+ polylist[i].push_back(poly);
}
}
}
+
+ for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
+ if ( polylist[i].size() ) {
+ cout << get_area_name((AreaType)i) << " = "
+ << polylist[i].size() << endl;
+ }
+ }
+ return 0;
+}
+
+
+// do actual triangulation
+int FGTriangle::do_triangulate( const tripoly& poly ) {
+ point_container node_list;
+ struct triangulateio in, mid, out, vorout;
+ int counter;
+
+ // define input points
+ 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();
+ counter = 0;
+ for ( ; current != last; ++current ) {
+ in.pointlist[counter++] = current->x();
+ in.pointlist[counter++] = current->y();
+ }
+}
+
+
+// triangulate each of the polygon areas
+int FGTriangle::triangulate() {
+ tripoly poly;
+
+ tripoly_list_iterator current, last;
+
+ 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;
+
+ do_triangulate( poly );
+ }
+ }
+
+ return 0;
}
// $Log$
+// Revision 1.4 1999/03/19 22:29:04 curt
+// Working on preparationsn for triangulation.
+//
+// Revision 1.3 1999/03/19 00:27:10 curt
+// Continued work on triangulation preparation.
+//
+// Revision 1.2 1999/03/18 04:31:11 curt
+// Let's not pass copies of huge structures on the stack ... ye might see a
+// segfault ... :-)
+//
// Revision 1.1 1999/03/17 23:51:59 curt
// Initial revision.
//