2005-04-15 05:41:28 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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2003-04-17 14:52:56 +08:00
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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2003-04-17 03:21:27 +08:00
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#ifndef OSGUTIL_DELAUNAYTRIANGULATOR_
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#define OSGUTIL_DELAUNAYTRIANGULATOR_
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2005-10-25 21:28:48 +08:00
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#include <list>
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2003-04-17 03:21:27 +08:00
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#include <osg/ref_ptr>
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#include <osg/Array>
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#include <osg/Referenced>
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#include <osg/CopyOp>
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#include <osg/PrimitiveSet>
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#include <osg/Geometry>
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#include <osgUtil/Export>
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2003-04-17 03:21:27 +08:00
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namespace osgUtil
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{
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2005-10-25 21:28:48 +08:00
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/** DelaunayTriangulator: Utility class that triangulates an irregular network of sample points.
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Just create a DelaunayTriangulator, assign it the sample point array and call
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its triangulate() method to start the triangulation. Then you can obtain the
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generated primitive by calling the getTriangles() method.
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2005-10-25 21:28:48 +08:00
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Add DelaunayConstraints (or derived class) to control the triangulation edges.
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*/
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class OSGUTIL_EXPORT DelaunayConstraint: public osg::Geometry {
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// controls the edges in a Delaunay triangulation.
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// constraints can be linear (with width), areal (contains an area)
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// uses: to replace part of a terrain with an alternative textured model (roads, lakes).
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// the primitive sets in this are either LINE_LOOP or LINE_STRIP
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public:
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DelaunayConstraint() { }
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/** Each primitiveset is a list of vertices which may be closed by joining up to its start
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* to make a loop. Constraints should be simple lines, not crossing themselves.
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* Constraints which cross other constraints can cause difficulties - see the example
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* for methods of dealing with them. */
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/** collect up indices of triangle from delaunay triangles.
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* The delaunay triangles inside the DelaunayConstraint area can be used to fill
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* the area or generate geometry that terrain follows the area in some way.
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* These triangles can form a canopy or a field. */
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void addtriangle(const int i1,const int i2, const int i3);
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/** Get the filling primitive. One:
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* triangulate must have bneen called and
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* two: triangle list is filled when
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* DelaunayTriangulator::removeInternalTriangles is called.
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* These return the triangles removed from the delaunay triangulation by
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* DelaunayTriangulator::removeInternalTriangles. */
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inline const osg::DrawElementsUInt *getTriangles() const;
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inline osg::DrawElementsUInt *getTriangles();
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/** Call BEFORE makeDrawable to reorder points to make optimised set
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*/
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osg::Vec3Array *getPoints(const osg::Vec3Array *points);
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/** converts simple list of triangles into a drawarray.
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*/
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osg::DrawElementsUInt *makeDrawable();
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/** Add vertices and constraint loops from dco
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* Can be used to generate extra vertices where dco crosses 'this' using
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* osgUtil::tesselator to insert overlap vertices.
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*/
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void merge(DelaunayConstraint *dco);
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/** remove from line the vertices that are inside dco
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*/
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void removeVerticesInside(const DelaunayConstraint *dco);
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/** return winding number as a float of loop around testpoint; may use multiple loops
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* does not reject points on the edge or very very close to the edge */
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float windingNumber(const osg::Vec3 testpoint) const ;
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/** true if testpoint is internal (or external) to constraint. */
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virtual bool contains(const osg::Vec3 testpoint) const;
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virtual bool outside(const osg::Vec3 testpoint) const;
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/** Tesselate the constraint loops so that the crossing points are interpolated
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* and added to the contraints for the triangulation. */
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void DelaunayConstraint::handleOverlaps(void);
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protected:
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virtual ~DelaunayConstraint() {}
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typedef std::vector< int* > trilist; // array of indices in points array defining triangles
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trilist _interiorTris; // list of triangles that fits the area.
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osg::ref_ptr<osg::DrawElementsUInt> prim_tris_; // returns a PrimitiveSet to draw the interior of this DC
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};
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class OSGUTIL_EXPORT DelaunayTriangulator: public osg::Referenced {
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public:
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DelaunayTriangulator();
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explicit DelaunayTriangulator(osg::Vec3Array *points, osg::Vec3Array *normals = 0);
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DelaunayTriangulator(const DelaunayTriangulator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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typedef std::vector< osg::ref_ptr<DelaunayConstraint> > linelist;
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/** Get the const input point array. */
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inline const osg::Vec3Array *getInputPointArray() const;
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/** Get the input point array. */
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inline osg::Vec3Array *getInputPointArray();
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/** Set the input point array. */
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inline void setInputPointArray(osg::Vec3Array *points);
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/** Add an input constraint loop.
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** the edges of the loop will constrain the triangulation.
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** if remove!=0, the internal triangles of the constraint will be removed;
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** the user may the replace the constraint line with an equivalent geometry.
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** GWM July 2005 */
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void addInputConstraint(DelaunayConstraint *dc) {
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constraint_lines.push_back(dc);
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return;
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}
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/** Get the const output normal array (optional). */
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inline const osg::Vec3Array *getOutputNormalArray() const;
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/** Get the output normal array (optional). */
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inline osg::Vec3Array *getOutputNormalArray();
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/** Set the output normal array (optional). */
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inline void setOutputNormalArray(osg::Vec3Array *normals);
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/** Start triangulation. */
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bool triangulate();
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/** Get the generated primitive (call triangulate() first). */
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inline const osg::DrawElementsUInt *getTriangles() const;
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2004-09-27 02:39:34 +08:00
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/** Get the generated primitive (call triangulate() first). */
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inline osg::DrawElementsUInt *getTriangles();
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/** remove the triangles internal to the constraint loops.
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* (Line strips cannot remove any internal triangles). */
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void removeInternalTriangles(DelaunayConstraint *constraint);
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protected:
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virtual ~DelaunayTriangulator();
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DelaunayTriangulator &operator=(const DelaunayTriangulator &) { return *this; }
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int getindex(const osg::Vec3 pt,const osg::Vec3Array *points);
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private:
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osg::ref_ptr<osg::Vec3Array> points_;
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osg::ref_ptr<osg::Vec3Array> normals_;
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osg::ref_ptr<osg::DrawElementsUInt> prim_tris_;
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// GWM these lines provide required edges in the triangulated shape.
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linelist constraint_lines;
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2003-04-17 14:52:56 +08:00
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};
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// INLINE METHODS
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inline const osg::Vec3Array *DelaunayTriangulator::getInputPointArray() const
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{
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return points_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getInputPointArray()
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{
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return points_.get();
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}
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inline void DelaunayTriangulator::setInputPointArray(osg::Vec3Array *points)
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{
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points_ = points;
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}
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inline const osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray() const
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{
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return normals_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray()
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{
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return normals_.get();
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}
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inline void DelaunayTriangulator::setOutputNormalArray(osg::Vec3Array *normals)
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{
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normals_ = normals;
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}
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inline const osg::DrawElementsUInt *DelaunayTriangulator::getTriangles() const
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{
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return prim_tris_.get();
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}
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inline osg::DrawElementsUInt *DelaunayTriangulator::getTriangles()
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{
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return prim_tris_.get();
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}
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2005-10-25 21:28:48 +08:00
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inline const osg::DrawElementsUInt *DelaunayConstraint::getTriangles() const
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{
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return prim_tris_.get();
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}
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inline osg::DrawElementsUInt *DelaunayConstraint::getTriangles()
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{
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return prim_tris_.get();
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}
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2003-04-17 03:21:27 +08:00
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}
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#endif
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