Revision: 49357
          http://brlcad.svn.sourceforge.net/brlcad/?rev=49357&view=rev
Author:   brlcad
Date:     2012-02-08 21:41:50 +0000 (Wed, 08 Feb 2012)
Log Message:
-----------
the Triangulate() function doesn't seem to be used or very useful in its 
current state.  remove outright.

Modified Paths:
--------------
    brlcad/trunk/src/proc-db/brepintersect.cpp

Modified: brlcad/trunk/src/proc-db/brepintersect.cpp
===================================================================
--- brlcad/trunk/src/proc-db/brepintersect.cpp  2012-02-08 21:33:58 UTC (rev 
49356)
+++ brlcad/trunk/src/proc-db/brepintersect.cpp  2012-02-08 21:41:50 UTC (rev 
49357)
@@ -640,82 +640,6 @@
 }
 
 /**
- * takes an array of PolyLines and gives the resulting polygon
- * triangulated.  there are a number of contraints on the input which
- * are the callers responsibility.  the points must all lie within the
- * same plane, none of the Polylines can intersect all polyline must
- * be closed.  one another all paths must be within the first path and
- * no path can be inside of 2 paths.
- */
-int Triangulate(
-    ON_ClassArray<ON_Polyline>& paths,
-    ON_SimpleArray<ON_3dPoint[3]>& UNUSED(triangles)
-    )
-{
-    /* first we need to link the paths together */
-    int i, j, k, l;
-    bool intersectfree;
-    while (paths.Count() > 1) {
-       /* we're going to merge paths[0] with some other path */
-       for (i = 1; i < paths.Count(); i++) {
-           for (j = 0; j < paths[0].Count(); j++) { /* try connecting each 
point in paths[1] */
-               for (k = 0; k < paths[i].Count(); k++) { /* with each point in 
paths[i] */
-                   /* now we need to check that this line doesn't intersect 
any other polyline */
-                   intersectfree = true;
-                   for (l = 0; l < paths.Count(); l++) {
-#if 0
-                       /* FIXME: compiler doesn't like that the first
-                        * arguments is passing NULL as a non-pointer
-                        * parameter. commented out until someone
-                        * fixes it.
-                        */
-                       if (SegmentPolylineIntersect(paths[0][j], paths[i][k], 
paths[l], NULL, 1E-9) != 0) {
-                           intersectfree = false;
-                           break;
-                       }
-#endif
-                   }
-                   if (intersectfree) {
-                       for (l = 0; l < paths[0].Count(); l++) {
-                           paths[i].Insert(k + l, paths[0][(j + l) % 
paths[0].Count()]);
-                       }
-                   } else {
-                       break;
-                   }
-               }
-           }
-       }
-    }
-
-#if 0
-    /* Now we have one continous path and we need to triangulate it
-     * I'm pretty sure it's true that given a planer path there exist
-     * 3 consecutive points a, b, c s.t. ac doesn't intersect any line
-     * in the polyline, perhaps I'll include a proof in a bit, but for
-     * right now it seems pretty good.
-     */
-    while (paths[0].Count() > 4) { /* remember start pt is stored twice, so 4 
indicates a triangle */
-       for (i = 0; i < (paths[0].Count() - 1); i++) {
-           /* we check that the intersection is 4 because the segment shares 
end points with 4 different pline segments */
-           ON_3dPoint mid = (paths[0][i] + paths[0][i + 2])/2;
-           /* FIXME: compiler doesn't like that the first
-            * arguments is passing NULL as a non-pointer
-            * parameter. commented out until someone
-            * fixes it.
-            */
-           if (SegmentPolylineIntersect(paths[0][i], paths[0][(i + 2) % 
paths[0].Count()], paths[0], NULL, 1E-9) == 4 && PointInPolyline(mid, paths[0], 
1E-9)) {
-               /* ON_3dPoint tri[3] = {paths[0][i], paths[i + 1], paths[(i + 
2) % paths[0].Count()]};
-                  triangles.Append(tri);
-                  paths[0].Remove(i + 1); */
-           }
-       }
-    }
-#endif
-
-    return 0;
-}
-
-/**
  * This class has the responsibility of keeping track of the points
  * that intersect the edges and eventually chopping the edges up into
  * little lines for the intersected mesh this is actually a somewhat

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