14 #ifndef OSGUTIL_DELAUNAYTRIANGULATOR_
15 #define OSGUTIL_DELAUNAYTRIANGULATOR_
19 #include <osg/ref_ptr>
21 #include <osg/Referenced>
23 #include <osg/PrimitiveSet>
24 #include <osg/Geometry>
26 #include <osgUtil/Export>
55 void addtriangle(
int i1,
int i2,
int i3);
87 float windingNumber(
const osg::Vec3 &testpoint)
const ;
90 virtual bool contains(
const osg::Vec3 &testpoint)
const;
91 virtual bool outside(
const osg::Vec3 &testpoint)
const;
95 void handleOverlaps(
void);
115 typedef std::vector< osg::ref_ptr<DelaunayConstraint> >
linelist;
170 linelist constraint_lines;
172 void _uniqueifyPoints();
std::vector< osg::ref_ptr< DelaunayConstraint > > linelist
const osg::Vec3Array * getInputPointArray() const
DelaunayTriangulator & operator=(const DelaunayTriangulator &)
osg::DrawElementsUInt * getTriangles()
void addInputConstraint(DelaunayConstraint *dc)
osg::ref_ptr< osg::DrawElementsUInt > prim_tris_
const osg::DrawElementsUInt * getTriangles() const
osg::Vec3Array * getInputPointArray()
const osg::Vec3Array * getOutputNormalArray() const
void setOutputNormalArray(osg::Vec3Array *normals)
osg::DrawElementsUInt * getTriangles()
void setInputPointArray(osg::Vec3Array *points)
const osg::DrawElementsUInt * getTriangles() const
std::vector< int * > trilist
Shader generator framework.
osg::Vec3Array * getOutputNormalArray()