1
0
Fork 0
flightgear/Stripe_u/sgi_triang.c

632 lines
18 KiB
C
Raw Normal View History

1998-04-09 01:58:04 +00:00
/********************************************************************/
/* STRIPE: converting a polygonal model to triangle strips
Francine Evans, 1996.
SUNY @ Stony Brook
Advisors: Steven Skiena and Amitabh Varshney
*/
/********************************************************************/
/*---------------------------------------------------------------------*/
/* STRIPE: sgi_triang.c
File contains the routines that do the whole triangulation
of polygons.
*/
/*---------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "global.h"
#include "output.h"
#include "polverts.h"
#include "sturcts.h"
#include "common.h"
#include "util.h"
#include "init.h"
int Adjacent(int id2,int id1, int *list, int size)
{
/* Return the vertex that is adjacent to id1,
but is not id2, in the list of integers.
*/
register int x=0;
while (x < size)
{
if (*(list+x) == id1)
{
if ((x != (size -1)) && (x != 0))
{
if ( *(list+x+1) != id2)
return *(list+x+1);
else
return *(list+x-1);
}
else if (x == (size -1))
{
if (*(list) != id2)
return *(list);
else
return *(list+x-1);
}
else
{
if (*(list+size-1) != id2)
return *(list+size-1);
else
return *(list+x+1);
}
}
x++;
}
/* if there are degeneracies */
return id1;
}
void Rearrange_Index(int *index, int size)
{
/* If we are in the middle of a strip we must find the
edge to start on, which is the last edge that we had
transmitted.
*/
int x,f,y,e1,e2,e3;
register int increment = 1;
int *temp;
/* Find where the input edge is in the input list */
Last_Edge(&e1,&e2,&e3,0);
for (y = 0; y < size; y++)
{
if (*(index+y) == e2)
{
if ((y != (size - 1)) && (*(index+y+1) == e3))
break;
else if ((y == (size - 1)) && (*(index) == e3))
break;
else if ((y != 0) && (*(index+y-1) == e3))
{
increment = -1;
break;
}
else if ((y==0) && (*(index+size-1) == e3))
{
increment = -1;
break;
}
}
if (*(index+y) == e3)
{
if ((y != (size - 1)) && (*(index+y+1) == e2))
break;
else if ((y == (size - 1)) && (*(index) == e2))
break;
else if ((y != 0) && (*(index+y-1) == e2))
{
increment = -1;
break;
}
else if ((y==0) && (*(index+size-1) == e2))
{
increment = -1;
break;
}
}
/* Edge is not here, we are at the beginning */
if ((y == (size-1)) && (increment != -1))
return;
}
/* Now put the list into a new list, starting with the
input edge. Increment tells us whether we have to go
forward or backward.
*/
/* Was in good position already */
if ((y == 0) && (increment == 1))
return;
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
if (increment == 1)
{
x=0;
for (f = y ; f< size; f++)
{
*(index+x) = *(temp+f);
x++;
}
/* Finish the rest of the list */
for(f = 0; f < y ; f++)
{
*(index+x) = *(temp+f);
x++;
}
}
else
{
x=0;
for (f = y ; f >= 0; f--)
{
*(index+x) = *(temp+f);
x++;
}
/* Finish the rest of the list */
for(f = (size - 1); f > y ; f--)
{
*(index+x) = *(temp+f);
x++;
}
}
}
void Delete_From_List(int id,int *list, int *size)
{
/* Delete the occurence of id in the list.
(list has size size)
*/
int *temp;
register int x,y=0;
temp = (int *) malloc(sizeof(int) * (*size));
for (x=0; x<(*size); x++)
{
if (*(list+x) != id)
{
*(temp+y) = *(list+x);
y++;
}
}
*(temp+y) = -1;
*size = *size - (*size - y - 1);
memcpy(list,temp,sizeof(int)*(*size));
}
void Build_SGI_Table(int num_verts,int num_faces)
{
/* Build a table that has the polygons sorted by the
number of adjacent polygons.
*/
int x,y,size,tally=0;
ListHead *pListHead;
PF_FACES temp = NULL;
/* For each face....*/
for (x=0;x < num_faces;x++)
{
pListHead = PolFaces[x];
temp = ( PF_FACES ) PeekList( pListHead, LISTHEAD, 0 );
/* Check each edge of the face and tally the number of adjacent
polygons to this face.
*/
if ( temp != NULL )
{
/* Size of the polygon */
size = temp->nPolSize;
if (size != 1)
{
for (y = 0; y< size; y++)
{
if (y != (size-1))
tally += Num_Adj(*(temp->pPolygon+y),*(temp->pPolygon+y+1));
else
tally += Num_Adj(*(temp->pPolygon),*(temp->pPolygon+(size-1)));
}
/* Tally is the number of polygons that is adjacent to
the current polygon.
*/
/* Now put the face in the proper bucket depending on tally. */
Add_Sgi_Adj(tally,x);
temp = NULL;
tally=0;
}
}
}
}
void Triangulate_Quad(int out_edge1,int out_edge2,int in_edge1,
int in_edge2,int size,int *index,
FILE *output,int reversed,int face_id,
int where,int color1,int color2,int color3)
{
int vertex4,vertex5;
/* This routine will nonblindly triangulate a quad, meaning
that there is a definite input and a definite output
edge that we must adhere to. Reversed will tell the orientation
of the input edge. (Reversed is -1 is we do not have an input
edge, in other words we are at the beginning of a strip.)
Out_edge* is the output edge, and in_edge* is the input edge.
Index are the edges of the polygon
and size is the size of the polygon. Begin is whether we are
at the start of a new strip.
*/
/* If we do not have an input edge, then we can make our input
edge whatever we like, therefore it will be easier to come
out on the output edge.
*/
if (reversed == -1)
{
vertex4 = Adjacent(out_edge1,out_edge2,index,size);
vertex5 = Get_Other_Vertex(vertex4,out_edge1,out_edge2,index);
Output_Tri(vertex5,vertex4,out_edge1,output,color1,color2,color3,where);
Output_Tri(vertex4,out_edge1,out_edge2,output,color1,color2,color3,where);
return;
}
/* These are the 5 cases that we can have for the output edge */
/* Are they consecutive so that we form a triangle to
peel off, but cannot use the whole quad?
*/
if (in_edge2 == out_edge1)
{
/* Output the triangle that comes out the correct
edge last. First output the triangle that comes out
the wrong edge.
*/
vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge2,index);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where);
Output_Tri(vertex4,in_edge2,out_edge2,output,color1,color2,color3,where);
return;
}
/* The next case is where it is impossible to come out the
edge that we want. So we will have to start a new strip to
come out on that edge. We will output the one triangle
that we can, and then start the new strip with the triangle
that comes out on the edge that we want to come out on.
*/
else if (in_edge1 == out_edge1)
{
/* We want to output the first triangle (whose output
edge is not the one that we want.
We have to find the vertex that we need, which is
the other vertex which we do not have.
*/
vertex4 = Get_Other_Vertex(in_edge2,in_edge1,out_edge2,index);
Output_Tri(in_edge2,in_edge1,vertex4,output,color1,color2,color3,where);
Output_Tri(vertex4,in_edge1,out_edge2,output,color1,color2,color3,where);
return;
}
/* Consecutive cases again, but with the output edge reversed */
else if (in_edge1 == out_edge2)
{
vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge1,index);
Output_Tri(in_edge2,in_edge1,vertex4,output,color1,color2,color3,where);
Output_Tri(vertex4,in_edge1,out_edge1,output,color1,color2,color3,where);
return;
}
else if (in_edge2 == out_edge2)
{
vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge1,index);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where);
Output_Tri(vertex4,in_edge2,out_edge1,output,color1,color2,color3,where);
return;
}
/* The final case is where we want to come out the opposite
edge.
*/
else
{
if( ((!reversed) && (out_edge1 == (Adjacent(in_edge1,in_edge2,index,size)))) ||
((reversed) && (out_edge2 == (Adjacent(in_edge2,in_edge1,index,size)))))
{
/* We need to know the orientation of the input
edge, so we know which way to put the diagonal.
And also the output edge, so that we triangulate
correctly.
*/
Output_Tri(in_edge1,in_edge2,out_edge2,output,color1,color2,color3,where);
Output_Tri(in_edge2,out_edge2,out_edge1,output,color1,color2,color3,where);
}
else
{
/* Input and output orientation was reversed, so diagonal will
be reversed from above.
*/
Output_Tri(in_edge1,in_edge2,out_edge1,output,color1,color2,color3,where);
Output_Tri(in_edge2,out_edge1,out_edge2,output,color1,color2,color3,where);
}
return;
}
}
void Triangulate_Polygon(int out_edge1,int out_edge2,int in_edge1,
int in_edge2,int size,int *index,
FILE *output,int reversed,int face_id,
int where,int color1,int color2,int color3)
{
/* We have a polygon that we need to nonblindly triangulate.
We will recursively try to triangulate it, until we are left
with a polygon of size 4, which can use the quad routine
from above. We will be taking off a triangle at a time
and outputting it. We will have 3 cases similar to the
cases for the quad above. The inputs to this routine
are the same as for the quad routine.
*/
int vertex4;
int *temp;
/* Since we are calling this recursively, we have to check whether
we are down to the case of the quad.
*/
if (size == 4)
{
Triangulate_Quad(out_edge1,out_edge2,in_edge1,in_edge2,size,
index,output,reversed,face_id,where,color1,color2,color3);
return;
}
/* We do not have a specified input edge, and therefore we
can make it anything we like, as long as we still come out
the output edge that we want.
*/
if (reversed == -1)
{
/* Get the vertex for the last triangle, which is
the one coming out the output edge, before we do
any deletions to the list. We will be doing this
bottom up.
*/
vertex4 = Adjacent(out_edge1,out_edge2,index,size);
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(out_edge2,index,&size);
Triangulate_Polygon(out_edge1,vertex4,in_edge2,
vertex4,size-1,index,output,reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
/* Lastly do the triangle that comes out the output
edge.
*/
Output_Tri(vertex4,out_edge1,out_edge2,output,color1,color2,color3,where,where);
return;
}
/* These are the 5 cases that we can have for the output edge */
/* Are they consecutive so that we form a triangle to
peel off that comes out the correct output edge,
but we cannot use the whole polygon?
*/
if (in_edge2 == out_edge1)
{
/* Output the triangle that comes out the correct
edge last. First recursively do the rest of the
polygon.
*/
/* Do the rest of the polygon without the triangle.
We will be doing a fan triangulation.
*/
/* Get the vertex adjacent to in_edge1, but is not
in_edge2.
*/
vertex4 = Adjacent(in_edge2,in_edge1,index,size);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where);
/* Create a new edgelist without the triangle that
was just outputted.
*/
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(in_edge1,index,&size);
Triangulate_Polygon(out_edge1,out_edge2,in_edge2,
vertex4,size-1,index,output,!reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
return;
}
/* Next case is where it is again consecutive, but the triangle
formed by the consecutive edges do not come out of the
correct output edge. For this case, we can not do much to
keep it sequential. Try and do the fan.
*/
else if (in_edge1 == out_edge1)
{
/* Get vertex adjacent to in_edge2, but is not in_edge1 */
vertex4 = Adjacent(in_edge1,in_edge2,index,size);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where,where);
/* Since that triangle goes out of the polygon (the
output edge of it), we can make our new input edge
anything we like, so we will try to make it good for
the strip. (This will be like starting a new strip,
all so that we can go out the correct output edge.)
*/
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(in_edge2,index,&size);
Triangulate_Polygon(out_edge1,out_edge2,in_edge1,
vertex4,size-1,index,output,reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
return;
}
/* Consecutive cases again, but with the output edge reversed */
else if (in_edge1 == out_edge2)
{
/* Get vertex adjacent to in_edge2, but is not in_edge1 */
vertex4 = Adjacent(in_edge1,in_edge2,index,size);
Output_Tri(in_edge2,in_edge1,vertex4,output,color1,color2,color3,where,where);
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(in_edge2,index,&size);
Triangulate_Polygon(out_edge1,out_edge2,in_edge1,
vertex4,size-1,index,output,reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
return;
}
else if (in_edge2 == out_edge2)
{
/* Get vertex adjacent to in_edge2, but is not in_edge1 */
vertex4 = Adjacent(in_edge2,in_edge1,index,size);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where,where);
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(in_edge1,index,&size);
Triangulate_Polygon(out_edge1,out_edge2,vertex4,
in_edge2,size-1,index,output,reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
return;
}
/* Else the edge is not consecutive, and it is sufficiently
far away, for us not to make a conclusion at this time.
So we can take off a triangle and recursively call this
function.
*/
else
{
vertex4 = Adjacent(in_edge2,in_edge1,index,size);
Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where,where);
temp = (int *) malloc(sizeof(int) * size);
memcpy(temp,index,sizeof(int)*size);
Delete_From_List(in_edge1,index,&size);
Triangulate_Polygon(out_edge1,out_edge2,in_edge2,
vertex4,size-1,index,output,!reversed,face_id,where,color1,color2,color3);
memcpy(index,temp,sizeof(int)*size);
return;
}
}
void Triangulate(int out_edge1,int out_edge2,int in_edge1,
int in_edge2,int size,int *index,
FILE *output,int reversed,int face_id, int where,
int color1, int color2,int color3)
{
/* We have the info we need to triangulate a polygon */
if (size == 4)
Triangulate_Quad(out_edge1,out_edge2,in_edge1,in_edge2,size,
index,output,reversed,face_id,where,color1,color2,color3);
else
Triangulate_Polygon(out_edge1,out_edge2,in_edge1,in_edge2,size,
index,output,reversed,face_id,where,color1,color2,color3);
}
void Non_Blind_Triangulate(int size,int *index,
FILE *output,int next_face_id,int face_id,int where,
int color1,int color2,int color3)
{
int id1,id2,id3;
int nedge1,nedge2;
int reversed;
/* We have a polygon that has to be triangulated and we cannot
do it blindly, ie we will try to come out on the edge that
has the least number of adjacencies
*/
Last_Edge(&id1,&id2,&id3,0);
/* Find the edge that is adjacent to the new face ,
also return whether the orientation is reversed in the
face of the input edge, which is id2 and id3.
*/
if (next_face_id == -1)
{
printf("The face is -1 and the size is %d\n",size);
exit(0);
}
reversed = Get_Edge(&nedge1,&nedge2,index,next_face_id,size,id2,id3);
/* Do the triangulation */
/* If reversed is -1, the input edge is not in the polygon, therefore we can have the
input edge to be anything we like, since we are at the beginning
of a strip
*/
Triangulate(nedge1,nedge2,id2,id3,size,index,output,reversed,
face_id, where,color1,color2,color3);
}
void Blind_Triangulate(int size, int *index, FILE *output,
BOOL begin, int where ,int color1,int color2,
int color3)
{
/* save sides in temp array, we need it so we know
about swaps.
*/
int mode, decreasing,increasing,e1,e2,e3;
int x = 0;
BOOL flag = FALSE;
/* Rearrange the index list so that the input edge is first
*/
if (!begin)
Rearrange_Index(index,size);
/* We are given a polygon of more than 3 sides
and want to triangulate it. We will output the
triangles to the output file.
*/
/* Find where the input edge is in the input list */
Last_Edge(&e1,&e2,&e3,0);
if (( (!begin) && (*(index) == e2) ) || (begin))
{
Output_Tri(*(index+0),*(index+1),*(index+size-1),output,color1,color2,color3,where,where);
/* If we have a quad, (chances are yes), then we know that
we can just add one diagonal and be done. (divide the
quad into 2 triangles.
*/
if (size == 4)
{
Output_Tri(*(index+1),*(index+size-1),*(index+2),output,color1,color2,color3,where,where);
return;
}
increasing = 1;
mode = 1;
}
else if (!begin)
{
Output_Tri(*(index+1),*(index+0),*(index+size-1),output,color1,color2,color3,where,where);
if (size == 4)
{
Output_Tri(*(index+0),*(index+size-1),*(index+2),output,color1,color2,color3,where,where);
return;
}
Output_Tri(*(index+0),*(index+size-1),*(index+2),output,color1,color2,color3,where,where);
increasing = 2;
mode = 0;
}
if (size != 4)
{
/* We do not have a quad, we have something bigger. */
decreasing = size - 1;
do
{
/* Will be alternating diagonals, so we will be increasing
and decreasing around the polygon.
*/
if (mode)
{
Output_Tri(*(index+increasing),*(index+decreasing),*(index+increasing+1),output,color1,color2,color3,where,where);
increasing++;
}
else
{
Output_Tri(*(index+decreasing),*(index+increasing),*(index+decreasing-1),output,color1,color2,color3,where,where);
decreasing--;
}
mode = !mode;
} while ((decreasing - increasing) >= 2);
}
}