#include <vector>
+#include <Array/array.hxx>
#include <Clipper/clipper.hxx>
#include <Math/point3d.hxx>
#include <Polygon/names.hxx>
#include "trinodes.hxx"
#include "tripoly.hxx"
+#include "trisegs.hxx"
FG_USING_STD(vector);
private:
+ // list of nodes
FGTriNodes trinodes;
- tripoly_list polylist[FG_MAX_AREA_TYPES];
+ // list of segments
+ FGTriSegments trisegs;
+
+ // polygon list
+ tripoly_list polylist[FG_MAX_AREA_TYPES];
+
public:
// Constructor and destructor
int add_nodes();
// populate this class based on the specified gpc_polys list
- int build( const FGgpcPolyList& gpc_polys );
-
- // do actual triangulation
- int do_triangulate( const FGTriPoly& poly );
+ int build( const fitnode_list& fit_list, const FGgpcPolyList& gpc_polys );
// front end triangulator for polygon list
- int triangulate();
+ int run_triangulate();
};
// $Log$
+// Revision 1.6 1999/03/20 20:32:56 curt
+// First mostly successful tile triangulation works. There's plenty of tweaking
+// to do, but we are marching in the right direction.
+//
// Revision 1.5 1999/03/20 02:21:53 curt
// Continue shaping the code towards triangulation bliss. Added code to
// calculate some point guaranteed to be inside a polygon.