QGIS/python/analysis/interpolation/Triangulation.sip
Nyall Dawson a0542e5d1d Fix sip bindings for interpolation classes
Also missing members declared in interpolation headers
2015-11-10 17:07:42 +11:00

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class Triangulation
{
%TypeHeaderCode
#include <Triangulation.h>
%End
public:
//! Enumeration describing the behaviour, if two forced lines cross.
enum forcedCrossBehaviour
{
SnappingType_VERTICE, //!< the second inserted forced line is snapped to the closest vertice of the first inserted forced line.
DELETE_FIRST, //!< the status of the first inserted forced line is reset to that of a normal edge (so that the second inserted forced line remain and the first not)
INSERT_VERTICE
};
virtual ~Triangulation();
/**
* Adds a line (e.g. a break-, structure- or an isoline) to the triangulation.
* The class takes ownership of the line object and its points
*/
virtual void addLine( Line3D* line /Transfer/, bool breakline ) = 0;
/**
* Adds a point to the triangulation
* Ownership is transferred to this class
*/
virtual int addPoint( Point3D* p ) = 0;
/**
* Calculates the normal at a point on the surface and assigns it to 'result'.
* @return true in case of success and false in case of failure
*/
virtual bool calcNormal( double x, double y, Vector3D* result ) = 0;
/** Performs a consistency check, remove this later*/
virtual void performConsistencyTest() = 0;
/**
* Calculates x-, y and z-value of the point on the surface and assigns it to 'result'.
* Returns true in case of success and flase in case of failure
*/
virtual bool calcPoint( double x, double y, Point3D* result ) = 0;
/** Returns a pointer to the point with number i. Any virtual points must have the number -1*/
virtual Point3D* getPoint( unsigned int i ) const = 0;
/** Finds out in which triangle the point with coordinates x and y is and
* assigns the numbers of the vertices to 'n1', 'n2' and 'n3' and the vertices to 'p1', 'p2' and 'p3'
*/
virtual bool getTriangle( double x, double y, Point3D* p1, int* n1 /Out/, Point3D* p2 /Out/, int* n2 /Out/, Point3D* p3 /Out/, int* n3 /Out/ ) = 0;
/** Finds out, in which triangle the point with coordinates x and y is and assigns the points at the vertices to 'p1', 'p2' and 'p3*/
virtual bool getTriangle( double x, double y, Point3D* p1 /Out/, Point3D* p2 /Out/, Point3D* p3 /Out/ ) = 0;
/** Returns the number of the point opposite to the triangle points p1, p2 (which have to be on a halfedge)*/
virtual int getOppositePoint( int p1, int p2 ) = 0;
/** Returns the largest x-coordinate value of the bounding box*/
virtual double getXMax() const = 0;
/** Returns the smallest x-coordinate value of the bounding box*/
virtual double getXMin() const = 0;
/** Returns the largest y-coordinate value of the bounding box*/
virtual double getYMax() const = 0;
/** Returns the smallest x-coordinate value of the bounding box*/
virtual double getYMin() const = 0;
/** Returns the number of points*/
virtual int getNumberOfPoints() const = 0;
/**
* Returns a pointer to a value list with the information of the triangles surrounding (counterclockwise) a point.
* Four integer values describe a triangle, the first three are the number of the half edges of the triangle
* and the fourth is -10, if the third (and most counterclockwise) edge is a breakline, and -20 otherwise.
* The value list has to be deleted by the code which called the method.
* Any virtual point needs to have the number -1
*/
virtual QList<int>* getSurroundingTriangles( int pointno ) = 0;
/** Returns a value list with the numbers of the four points, which would be affected by an edge swap.
* This function is e.g. needed by NormVecDecorator to know the points,
* for which the normals have to be recalculated.
* The list has to be deleted by the code which calls this method
*/
virtual QList<int>* getPointsAroundEdge( double x, double y ) = 0;
/** Draws the points, edges and the forced lines*/
//virtual void draw(QPainter* p, double xlowleft, double ylowleft, double xupright, double yupright, double width, double height) const=0;
/** Sets the behaviour of the triangulation in case of crossing forced lines*/
virtual void setForcedCrossBehaviour( Triangulation::forcedCrossBehaviour b ) = 0;
/** Sets the color of the normal edges*/
virtual void setEdgeColor( int r, int g, int b ) = 0;
/** Sets the color of the forced edges*/
virtual void setForcedEdgeColor( int r, int g, int b ) = 0;
/** Sets the color of the breaklines*/
virtual void setBreakEdgeColor( int r, int g, int b ) = 0;
/** Sets an interpolator object*/
virtual void setTriangleInterpolator( TriangleInterpolator* interpolator ) = 0;
/** Eliminates the horizontal triangles by swapping*/
virtual void eliminateHorizontalTriangles() = 0;
/** Adds points to make the triangles better shaped (algorithm of ruppert)*/
virtual void ruppertRefinement() = 0;
/** Returns true, if the point with coordinates x and y is inside the convex hull and false otherwise*/
virtual bool pointInside( double x, double y ) = 0;
/** Reads the content of a taff-file*/
//virtual bool readFromTAFF(QString fileName)=0;
/** Saves the content to a taff file*/
//virtual bool saveToTAFF(QString fileName) const=0;
/** Swaps the edge which is closest to the point with x and y coordinates (if this is possible)*/
virtual bool swapEdge( double x, double y ) = 0;
/** Saves the triangulation as a (line) shapefile
@return true in case of success*/
virtual bool saveAsShapefile( const QString& fileName ) const = 0;
};