uncrustified code

This commit is contained in:
zzzzrrr
2010-01-21 09:00:09 -05:00
parent 9202d205df
commit 732e0791e8
14 changed files with 1454 additions and 1406 deletions

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -30,75 +30,78 @@
*/
#include "advancing_front.h"
AdvancingFront::AdvancingFront() {
AdvancingFront::AdvancingFront()
{
head_ = tail_ = search_node_ = NULL;
}
Node* AdvancingFront::Locate(const double& x) {
Node* node = search_node_;
Node* AdvancingFront::Locate(const double& x)
{
Node* node = search_node_;
if(x < node->value) {
if (x < node->value) {
//printf("<: - %f,%f - %p\n", x, node->value, node->next);
while((node = node->prev) != NULL) {
if(x >= node->value) {
while ((node = node->prev) != NULL) {
if (x >= node->value) {
search_node_ = node;
return node;
}
}
} else {
}
}
} else {
//printf("%p - %p\n", node, node->next);
//printf(">: %f - %f\n", x, node->value);
while((node = node->next) != NULL) {
if(x < node->value) {
while ((node = node->next) != NULL) {
if (x < node->value) {
search_node_ = node->prev;
return node->prev;
}
}
}
return NULL;
}
}
}
return NULL;
}
Node* AdvancingFront::FindSearchNode(const double& x) {
// TODO: implement BST index
return search_node_;
Node* AdvancingFront::FindSearchNode(const double& x)
{
// TODO: implement BST index
return search_node_;
}
Node* AdvancingFront::LocatePoint(Point* point) {
const double px = point->x;
Node* node = FindSearchNode(px);
const double nx = node->point->x;
if(px == nx) {
if(point != node->point) {
// We might have two nodes with same x value for a short time
if(point == node->prev->point) {
node = node->prev;
} else if(point == node->next->point) {
node = node->next;
} else {
assert(0);
}
}
} else if(px < nx) {
while((node = node->prev) != NULL) {
if(point == node->point) {
break;
}
}
} else {
while((node = node->next) != NULL) {
if(point == node->point)
break;
}
}
if(node) search_node_ = node;
return node;
Node* AdvancingFront::LocatePoint(Point* point)
{
const double px = point->x;
Node* node = FindSearchNode(px);
const double nx = node->point->x;
if (px == nx) {
if (point != node->point) {
// We might have two nodes with same x value for a short time
if (point == node->prev->point) {
node = node->prev;
} else if (point == node->next->point) {
node = node->next;
} else {
assert(0);
}
}
} else if (px < nx) {
while ((node = node->prev) != NULL) {
if (point == node->point) {
break;
}
}
} else {
while ((node = node->next) != NULL) {
if (point == node->point)
break;
}
}
if (node) search_node_ = node;
return node;
}
AdvancingFront::~AdvancingFront() {
delete head_;
delete search_node_;
AdvancingFront::~AdvancingFront()
{
delete head_;
delete search_node_;
delete tail_;
}

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -34,66 +34,84 @@ struct Node;
// Advancing front node
struct Node {
Point* point;
Triangle* triangle;
Node* next;
Node* prev;
double value;
Node(Point& p) : point(&p), triangle(NULL), value(p.x), next(NULL), prev(NULL) {}
Node(Point& p, Triangle& t) : point(&p), triangle(&t), value(p.x),
next(NULL), prev(NULL) {}
/*
~Node() {
printf("going... ");
printf("bye node");
printf(" ... gone!\n");
double value;
Node(Point& p) : point(&p), triangle(NULL), value(p.x), next(NULL), prev(NULL)
{
}
*/
Node(Point& p, Triangle& t) : point(&p), triangle(&t), value(p.x),
next(NULL), prev(NULL)
{
}
/*
~Node() {
printf("going... ");
printf("bye node");
printf(" ... gone!\n");
}
*/
};
// Advancing front
class AdvancingFront {
public:
AdvancingFront();
// Destructor
~AdvancingFront();
Node* head();
void set_head(Node* node);
Node* tail();
void set_tail(Node* node);
Node* search();
void set_search(Node* node);
/// Locate insertion point along advancing front
Node* Locate(const double& x);
Node* LocatePoint(Point* point);
AdvancingFront();
// Destructor
~AdvancingFront();
Node* head();
void set_head(Node* node);
Node* tail();
void set_tail(Node* node);
Node* search();
void set_search(Node* node);
/// Locate insertion point along advancing front
Node* Locate(const double& x);
Node* LocatePoint(Point* point);
private:
Node* head_, *tail_, *search_node_;
Node* FindSearchNode(const double& x);
Node* head_, *tail_, *search_node_;
Node* FindSearchNode(const double& x);
};
inline Node* AdvancingFront::head() { return head_; }
inline void AdvancingFront::set_head(Node* node) { head_ = node; }
inline Node* AdvancingFront::head()
{
return head_;
}
inline void AdvancingFront::set_head(Node* node)
{
head_ = node;
}
inline Node* AdvancingFront::tail() { return tail_; }
inline void AdvancingFront::set_tail(Node* node) { tail_ = node; }
inline Node* AdvancingFront::tail()
{
return tail_;
}
inline void AdvancingFront::set_tail(Node* node)
{
tail_ = node;
}
inline Node* AdvancingFront::search() { return search_node_; }
inline Node* AdvancingFront::search()
{
return search_node_;
}
inline void AdvancingFront::set_search(Node* node) { search_node_ = node; }
inline void AdvancingFront::set_search(Node* node)
{
search_node_ = node;
}

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -30,29 +30,34 @@
*/
#include "cdt.h"
CDT::CDT(Point** polyline, const int& point_count) {
sweep_context_ = new SweepContext(polyline, point_count);
sweep_ = new Sweep;
CDT::CDT(Point** polyline, const int& point_count)
{
sweep_context_ = new SweepContext(polyline, point_count);
sweep_ = new Sweep;
}
void CDT::AddHole(const Point poly_line[], const int point_count) {
void CDT::AddHole(const Point poly_line[], const int point_count)
{
}
void CDT::Triangulate() {
sweep_->Triangulate(*sweep_context_);
void CDT::Triangulate()
{
sweep_->Triangulate(*sweep_context_);
}
std::vector<Triangle*> CDT::GetTriangles() {
std::vector<Triangle*> CDT::GetTriangles()
{
return sweep_context_->GetTriangles();
}
std::list<Triangle*> CDT::GetMap() {
std::list<Triangle*> CDT::GetMap()
{
return sweep_context_->GetMap();
}
CDT::~CDT() {
delete sweep_context_;
delete sweep_;
CDT::~CDT()
{
delete sweep_context_;
delete sweep_;
}

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -33,28 +33,26 @@
#include "sweep_context.h"
#include "sweep.h"
class CDT
class CDT
{
public:
/// Constructor
CDT(Point** poly_line, const int& point_count);
/// Add a hole
void AddHole(const Point poly_line[], const int point_count);
/// Triangulate points
void Triangulate();
/// Get Delaunay triangles
std::vector<Triangle*> GetTriangles();
/// Get triangle map
std::list<Triangle*> CDT::GetMap();
/// Constructor
CDT(Point** poly_line, const int& point_count);
/// Add a hole
void AddHole(const Point poly_line[], const int point_count);
/// Triangulate points
void Triangulate();
/// Get Delaunay triangles
std::vector<Triangle*> GetTriangles();
/// Get triangle map
std::list<Triangle*> CDT::GetMap();
private:
SweepContext* sweep_context_;
Sweep* sweep_;
/// Destructor
~CDT();
SweepContext* sweep_context_;
Sweep* sweep_;
/// Destructor
~CDT();
};

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -34,16 +34,16 @@
// Excludes exterior triangles outside constrained edges
// Depth first search
void Mesh::clean(Triangle& triangle)
void Mesh::clean(Triangle& triangle)
{
/*
if(triangle != NULL && !triangle.interior)
{
triangle.interior = true;
triangles += triangle;
for(i <- 0 until 3)
if(!triangle.edges(i))
clean(triangle.neighbors(i));
}
*/
/*
if(triangle != NULL && !triangle.interior)
{
triangle.interior = true;
triangles += triangle;
for(i <- 0 until 3)
if(!triangle.edges(i))
clean(triangle.neighbors(i));
}
*/
}

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -33,18 +33,16 @@ using namespace std;
class Triangle;
class Mesh
class Mesh
{
public:
/// Triangles that constitute the mesh
vector<Triangle> map;
// Debug triangles
//val debug = new ArrayBuffer[Triangle]
//val triangles = new ArrayBuffer[Triangle]
void clean(Triangle& triangle);
/// Triangles that constitute the mesh
vector<Triangle> map;
// Debug triangles
//val debug = new ArrayBuffer[Triangle]
//val triangles = new ArrayBuffer[Triangle]
void clean(Triangle& triangle);
};

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
/*
/*
* Poly2Tri Copyright (c) 2009-2010, Mason Green
* http://code.google.com/p/poly2tri/
*
@@ -33,8 +33,8 @@
* Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
* Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
* International Journal of Geographical Information Science
*
* "FlipScan" Constrained Edge Algorithm invented by Thomas <20>hl<68>n, thahlen@gmail.com
*
* "FlipScan" Constrained Edge Algorithm invented by Thomas <20>hl<68>n, thahlen@gmail.com
*/
class SweepContext;
@@ -44,71 +44,69 @@ struct Edge;
class Triangle;
class Sweep {
public:
void Triangulate(SweepContext& tcx);
void Triangulate(SweepContext& tcx);
private:
void SweepPoints(SweepContext& tcx);
Node& PointEvent(SweepContext& tcx, Point& point);
void EdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point);
Node& NewFrontTriangle(SweepContext& tcx, Point& point, Node& node);
void Fill(SweepContext& tcx, Node& node);
bool Legalize(SweepContext& tcx, Triangle& t);
bool Incircle(Point& pa, Point& pb, Point& pc, Point& pd);
void SweepPoints(SweepContext& tcx);
void RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op);
void FillAdvancingFront(SweepContext& tcx, Node& n);
double HoleAngle(Node& node);
double BasinAngle(Node& node);
void FillBasin(SweepContext& tcx, Node& node);
void FillBasinReq(SweepContext& tcx, Node& node);
bool IsShallow(SweepContext& tcx, Node& node);
bool IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq);
void FillEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
Node& PointEvent(SweepContext& tcx, Point& point);
void FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void EdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point);
void FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
Node& NewFrontTriangle(SweepContext& tcx, Point& point, Node& node);
void FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void Fill(SweepContext& tcx, Node& node);
void FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
bool Legalize(SweepContext& tcx, Triangle& t);
void FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& t, Point& p);
Triangle& NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op);
Point& NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op );
void FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle, Triangle& t, Point& p);
bool Incircle(Point& pa, Point& pb, Point& pc, Point& pd);
void FinalizationPolygon(SweepContext& tcx);
void RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op);
void FillAdvancingFront(SweepContext& tcx, Node& n);
double HoleAngle(Node& node);
double BasinAngle(Node& node);
void FillBasin(SweepContext& tcx, Node& node);
void FillBasinReq(SweepContext& tcx, Node& node);
bool IsShallow(SweepContext& tcx, Node& node);
bool IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq);
void FillEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
void FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& t, Point& p);
Triangle& NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op);
Point& NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op);
void FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle, Triangle& t, Point& p);
void FinalizationPolygon(SweepContext& tcx);
};

View File

@@ -4,157 +4,162 @@
#include <GL/glfw.h>
#include "advancing_front.h"
SweepContext::SweepContext(Point** polyline, const int& point_count) {
SweepContext::SweepContext(Point** polyline, const int& point_count)
{
basin = Basin();
edge_event = EdgeEvent();
points_ = polyline;
point_count_ = point_count;
InitEdges(points_, point_count_);
InitTriangulation();
}
std::vector<Triangle*> SweepContext::GetTriangles() {
std::vector<Triangle*> SweepContext::GetTriangles()
{
return triangles_;
}
std::list<Triangle*> SweepContext::GetMap() {
std::list<Triangle*> SweepContext::GetMap()
{
return map_;
}
void SweepContext::InitTriangulation() {
void SweepContext::InitTriangulation()
{
double xmax(points_[0]->x), xmin(points_[0]->x);
double ymax(points_[0]->y), ymin(points_[0]->y);
// Calculate bounds.
for(int i = 0; i < point_count_; i++) {
// Calculate bounds.
for (int i = 0; i < point_count_; i++) {
Point p = *points_[i];
if(p.x > xmax)
xmax = p.x;
if(p.x < xmin)
xmin = p.x;
if(p.y > ymax)
ymax = p.y;
if(p.y < ymin)
ymin = p.y;
if (p.x > xmax)
xmax = p.x;
if (p.x < xmin)
xmin = p.x;
if (p.y > ymax)
ymax = p.y;
if (p.y < ymin)
ymin = p.y;
}
double dx = kAlpha * ( xmax - xmin );
double dy = kAlpha * ( ymax - ymin );
double dx = kAlpha * (xmax - xmin);
double dy = kAlpha * (ymax - ymin);
head_ = new Point(xmax + dx, ymin - dy);
tail_ = new Point(xmin - dx, ymin - dy);
// Sort points along y-axis
double init_time = glfwGetTime();
std::sort(points_, points_ + point_count_, cmp);
double dt = glfwGetTime() - init_time;
printf("Sort time (secs) = %f\n", dt);
/*
printf("*************************\n");
for(int i = 0; i < point_count_; i++) {
for (int i = 0; i < point_count_; i++) {
printf("%f,%f ", points_[i]->x, points_[i]->y);
printf("%p\n", points_[i]);
}
printf("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
for(int i = 0; i < edge_list.size(); i++) {
edge_list[i]->p->DebugPrint(); edge_list[i]->q->DebugPrint();
printf("%p, %p\n", edge_list[i]->p, edge_list[i]->q);
}
*/
/*
printf("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
for(int i = 0; i < edge_list.size(); i++) {
edge_list[i]->p->DebugPrint(); edge_list[i]->q->DebugPrint();
printf("%p, %p\n", edge_list[i]->p, edge_list[i]->q);
}
*/
}
void SweepContext::InitEdges(Point** polyline, const int& point_count) {
for(int i = 0; i < point_count; i++) {
void SweepContext::InitEdges(Point** polyline, const int& point_count)
{
for (int i = 0; i < point_count; i++) {
int j = i < point_count - 1 ? i + 1 : 0;
edge_list.push_back(new Edge(*polyline[i], *polyline[j]));
}
/*
for(int i = 0; i < edge_list.size(); i++) {
edge_list[i]->p->DebugPrint(); edge_list[i]->q->DebugPrint();
printf("%p, %p\n", edge_list[i]->p, edge_list[i]->q);
}
*/
}
Point* SweepContext::GetPoint(const int& index) {
return points_[index];
for(int i = 0; i < edge_list.size(); i++) {
edge_list[i]->p->DebugPrint(); edge_list[i]->q->DebugPrint();
printf("%p, %p\n", edge_list[i]->p, edge_list[i]->q);
}
*/
}
void SweepContext::AddToMap(Triangle* triangle ) {
Point* SweepContext::GetPoint(const int& index)
{
return points_[index];
}
void SweepContext::AddToMap(Triangle* triangle)
{
map_.push_back(triangle);
}
Node& SweepContext::LocateNode(Point& point) {
// TODO implement search tree
return *front_->Locate(point.x);
Node& SweepContext::LocateNode(Point& point)
{
// TODO implement search tree
return *front_->Locate(point.x);
}
void SweepContext::CreateAdvancingFront() {
// Initial triangle
Triangle* triangle = new Triangle(*points_[0], *tail_, *head_);
void SweepContext::CreateAdvancingFront()
{
// Initial triangle
Triangle* triangle = new Triangle(*points_[0], *tail_, *head_);
map_.push_back(triangle);
front_ = new AdvancingFront;
front_->set_head(new Node(*triangle->GetPoint(1)));
front_->head()->triangle = triangle;
Node* middle = new Node(*triangle->GetPoint(0));
middle->triangle = triangle;
front_->set_tail(new Node(*triangle->GetPoint(2)));
front_->set_search(middle);
// TODO: More intuitive if head is middles next and not previous?
// so swap head and tail
front_->head()->next = middle;
middle->next = front_->tail();
middle->prev = front_->head();
front_->tail()->prev = middle;
map_.push_back(triangle);
front_ = new AdvancingFront;
front_->set_head(new Node(*triangle->GetPoint(1)));
front_->head()->triangle = triangle;
Node* middle = new Node(*triangle->GetPoint(0));
middle->triangle = triangle;
front_->set_tail(new Node(*triangle->GetPoint(2)));
front_->set_search(middle);
// TODO: More intuitive if head is middles next and not previous?
// so swap head and tail
front_->head()->next = middle;
middle->next = front_->tail();
middle->prev = front_->head();
front_->tail()->prev = middle;
}
void SweepContext::RemoveNode(Node* node) {
delete node;
void SweepContext::RemoveNode(Node* node)
{
delete node;
}
void SweepContext::MapTriangleToNodes(Triangle& t) {
for(int i=0; i<3; i++) {
if(t.GetNeighbor(i) == NULL) {
void SweepContext::MapTriangleToNodes(Triangle& t)
{
for (int i = 0; i < 3; i++) {
if (t.GetNeighbor(i) == NULL) {
Node* n = front_->LocatePoint(t.PointCW(*t.GetPoint(i)));
if(n)
if (n)
n->triangle = &t;
}
}
}
void SweepContext::RemoveFromMap(Triangle* triangle) {
map_.remove(triangle);
}
void SweepContext::MeshClean(Triangle& triangle ) {
if(&triangle != NULL && !triangle.IsInterior()) {
triangle.IsInterior(true);
triangles_.push_back(&triangle);
for(int i = 0; i < 3; i++) {
if(!triangle.constrained_edge[i])
MeshClean(*triangle.GetNeighbor(i));
}
}
}
SweepContext::~SweepContext() {
void SweepContext::RemoveFromMap(Triangle* triangle)
{
map_.remove(triangle);
}
void SweepContext::MeshClean(Triangle& triangle)
{
if (&triangle != NULL && !triangle.IsInterior()) {
triangle.IsInterior(true);
triangles_.push_back(&triangle);
for (int i = 0; i < 3; i++) {
if (!triangle.constrained_edge[i])
MeshClean(*triangle.GetNeighbor(i));
}
}
}
SweepContext::~SweepContext()
{
delete head_;
delete tail_;
delete front_;

View File

@@ -31,7 +31,7 @@
#include <list>
#include <vector>
// Inital triangle factor, seed triangle will extend 30% of
// Inital triangle factor, seed triangle will extend 30% of
// PointSet width to both left and right.
const double kAlpha = 0.3;
@@ -41,124 +41,141 @@ struct Node;
struct Edge;
class AdvancingFront;
class SweepContext {
class SweepContext {
public:
// Constructor
SweepContext(Point** polyline, const int& point_count);
// Destructor
~SweepContext();
//void MeshClean(Triangle& triangle);
// Get Advancing Front
//AdvancingFront front();
void set_head(Point* p1);
Point* head();
// Constructor
SweepContext(Point** polyline, const int& point_count);
// Destructor
~SweepContext();
void set_tail(Point* p1 );
Point* tail();
int point_count();
Node& LocateNode(Point& point);
void RemoveNode(Node* node);
void CreateAdvancingFront();
// Try to map a node to all sides of this triangle that don't have a neighbor
void MapTriangleToNodes(Triangle& t);
void AddToMap(Triangle* triangle);
Point* GetPoint(const int& index);
Point* GetPoints();
void RemoveFromMap(Triangle* triangle);
AdvancingFront* front();
void MeshClean(Triangle& triangle);
std::vector<Triangle*> GetTriangles();
std::list<Triangle*> GetMap();
std::vector<Edge*> edge_list;
struct Basin {
Node* left_node;
Node* bottom_node;
Node* right_node;
double width;
bool left_highest;
Basin() : left_node(NULL), bottom_node(NULL), right_node(NULL),
width(0.0), left_highest(false) {}
void Clear() {
left_node = NULL;
bottom_node = NULL;
right_node = NULL;
width = 0.0;
left_highest = false;
}
};
struct EdgeEvent {
Edge* constrained_edge;
bool right;
EdgeEvent() : constrained_edge(NULL), right(false) {}
};
Basin basin;
EdgeEvent edge_event;
private:
//void MeshClean(Triangle& triangle);
// Get Advancing Front
//AdvancingFront front();
std::vector<Triangle*> triangles_;
std::list<Triangle*> map_;
Point** points_;
int point_count_;
// Advancing front
AdvancingFront* front_;
// head point used with advancing front
Point* head_;
// tail point used with advancing front
Point* tail_;
//EdgeEvent edgeEvent = new EdgeEvent();
void InitTriangulation();
void InitEdges(Point** polyline, const int& point_count);
//void MeshCleanReq(Triangle& triangle )
/*
class EdgeEvent {
Edge* constrainedEdge;
bool right;
};
*/
void set_head(Point* p1);
Point* head();
void set_tail(Point* p1);
Point* tail();
int point_count();
Node& LocateNode(Point& point);
void RemoveNode(Node* node);
void CreateAdvancingFront();
// Try to map a node to all sides of this triangle that don't have a neighbor
void MapTriangleToNodes(Triangle& t);
void AddToMap(Triangle* triangle);
Point* GetPoint(const int& index);
Point* GetPoints();
void RemoveFromMap(Triangle* triangle);
AdvancingFront* front();
void MeshClean(Triangle& triangle);
std::vector<Triangle*> GetTriangles();
std::list<Triangle*> GetMap();
std::vector<Edge*> edge_list;
struct Basin {
Node* left_node;
Node* bottom_node;
Node* right_node;
double width;
bool left_highest;
Basin() : left_node(NULL), bottom_node(NULL), right_node(NULL),
width(0.0), left_highest(false)
{
}
void Clear()
{
left_node = NULL;
bottom_node = NULL;
right_node = NULL;
width = 0.0;
left_highest = false;
}
};
inline AdvancingFront* SweepContext::front() { return front_; }
struct EdgeEvent {
Edge* constrained_edge;
bool right;
inline int SweepContext::point_count() { return point_count_; }
EdgeEvent() : constrained_edge(NULL), right(false)
{
}
};
inline void SweepContext::set_head(Point* p1) { head_ = p1; }
Basin basin;
EdgeEvent edge_event;
inline Point* SweepContext::head() { return head_; }
private:
inline void SweepContext::set_tail(Point* p1) { tail_ = p1; }
std::vector<Triangle*> triangles_;
std::list<Triangle*> map_;
inline Point* SweepContext::tail() { return tail_; }
Point** points_;
int point_count_;
// Advancing front
AdvancingFront* front_;
// head point used with advancing front
Point* head_;
// tail point used with advancing front
Point* tail_;
//EdgeEvent edgeEvent = new EdgeEvent();
void InitTriangulation();
void InitEdges(Point** polyline, const int& point_count);
//void MeshCleanReq(Triangle& triangle )
/*
class EdgeEvent {
Edge* constrainedEdge;
bool right;
};
*/
};
inline AdvancingFront* SweepContext::front()
{
return front_;
}
inline int SweepContext::point_count()
{
return point_count_;
}
inline void SweepContext::set_head(Point* p1)
{
head_ = p1;
}
inline Point* SweepContext::head()
{
return head_;
}
inline void SweepContext::set_tail(Point* p1)
{
tail_ = p1;
}
inline Point* SweepContext::tail()
{
return tail_;
}