// a segment is two integer pointers into the node list
class FGTriSeg {
-public:
int n1, n2;
+
+public:
+
+ // Constructor and destructor
+ inline FGTriSeg( void ) { };
+ inline FGTriSeg( int i1, int i2 ) { n1 = i1; n2 = i2; }
+
+ inline ~FGTriSeg( void ) { };
+
+ inline int get_n1() const { return n1; }
+ inline void set_n1( int i ) { n1 = i; }
+ inline int get_n2() const { return n2; }
+ inline void set_n2( int i ) { n2 = i; }
+
+ friend bool operator == (const FGTriSeg& a, const FGTriSeg& b);
+
};
+inline bool operator == (const FGTriSeg& a, const FGTriSeg& b)
+{
+ return ((a.n1 == b.n1) && (a.n2 == b.n2))
+ || ((a.n1 == b.n2) && (a.n2 == b.n1));
+}
+
typedef vector < FGTriSeg > triseg_list;
typedef triseg_list::iterator triseg_list_iterator;
// $Log$
+// Revision 1.2 1999/03/20 20:33:00 curt
+// First mostly successful tile triangulation works. There's plenty of tweaking
+// to do, but we are marching in the right direction.
+//
// Revision 1.1 1999/03/20 13:21:36 curt
// Initial revision.
//