+ 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 );
+ }