629 lines
18 KiB
C
629 lines
18 KiB
C
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/********************************************************************/
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/* STRIPE: converting a polygonal model to triangle strips
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Francine Evans, 1996.
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SUNY @ Stony Brook
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Advisors: Steven Skiena and Amitabh Varshney
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*/
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/********************************************************************/
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/*---------------------------------------------------------------------*/
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/* STRIPE: sgi_triang.c
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File contains the routines that do the whole triangulation
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of polygons.
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*/
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/*---------------------------------------------------------------------*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "global.h"
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#include "output.h"
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#include "polverts.h"
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#include "sturcts.h"
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#include "common.h"
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#include "util.h"
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#include "init.h"
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int Adjacent(int id2,int id1, int *list, int size)
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{
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/* Return the vertex that is adjacent to id1,
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but is not id2, in the list of integers.
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*/
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register int x=0;
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while (x < size)
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{
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if (*(list+x) == id1)
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{
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if ((x != (size -1)) && (x != 0))
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{
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if ( *(list+x+1) != id2)
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return *(list+x+1);
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else
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return *(list+x-1);
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}
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else if (x == (size -1))
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{
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if (*(list) != id2)
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return *(list);
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else
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return *(list+x-1);
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}
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else
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{
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if (*(list+size-1) != id2)
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return *(list+size-1);
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else
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return *(list+x+1);
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}
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}
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x++;
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}
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/* if there are degeneracies */
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return id1;
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}
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void Rearrange_Index(int *index, int size)
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{
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/* If we are in the middle of a strip we must find the
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edge to start on, which is the last edge that we had
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transmitted.
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*/
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int x,f,y,e1,e2,e3;
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register int increment = 1;
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int *temp;
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/* Find where the input edge is in the input list */
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Last_Edge(&e1,&e2,&e3,0);
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for (y = 0; y < size; y++)
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{
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if (*(index+y) == e2)
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{
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if ((y != (size - 1)) && (*(index+y+1) == e3))
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break;
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else if ((y == (size - 1)) && (*(index) == e3))
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break;
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else if ((y != 0) && (*(index+y-1) == e3))
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{
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increment = -1;
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break;
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}
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else if ((y==0) && (*(index+size-1) == e3))
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{
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increment = -1;
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break;
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}
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}
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if (*(index+y) == e3)
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{
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if ((y != (size - 1)) && (*(index+y+1) == e2))
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break;
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else if ((y == (size - 1)) && (*(index) == e2))
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break;
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else if ((y != 0) && (*(index+y-1) == e2))
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{
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increment = -1;
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break;
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}
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else if ((y==0) && (*(index+size-1) == e2))
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{
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increment = -1;
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break;
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}
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}
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/* Edge is not here, we are at the beginning */
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if ((y == (size-1)) && (increment != -1))
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return;
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}
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/* Now put the list into a new list, starting with the
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input edge. Increment tells us whether we have to go
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forward or backward.
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*/
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/* Was in good position already */
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if ((y == 0) && (increment == 1))
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return;
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temp = (int *) malloc(sizeof(int) * size);
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memcpy(temp,index,sizeof(int)*size);
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if (increment == 1)
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{
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x=0;
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for (f = y ; f< size; f++)
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{
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*(index+x) = *(temp+f);
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x++;
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}
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/* Finish the rest of the list */
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for(f = 0; f < y ; f++)
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{
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*(index+x) = *(temp+f);
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x++;
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}
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}
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else
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{
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x=0;
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for (f = y ; f >= 0; f--)
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{
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*(index+x) = *(temp+f);
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x++;
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}
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/* Finish the rest of the list */
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for(f = (size - 1); f > y ; f--)
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{
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*(index+x) = *(temp+f);
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x++;
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}
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}
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}
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void Delete_From_List(int id,int *list, int *size)
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{
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/* Delete the occurence of id in the list.
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(list has size size)
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*/
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int *temp;
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register int x,y=0;
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temp = (int *) malloc(sizeof(int) * (*size));
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for (x=0; x<(*size); x++)
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{
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if (*(list+x) != id)
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{
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*(temp+y) = *(list+x);
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y++;
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}
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}
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*(temp+y) = -1;
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*size = *size - (*size - y - 1);
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memcpy(list,temp,sizeof(int)*(*size));
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}
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void Build_SGI_Table(int num_verts,int num_faces)
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{
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/* Build a table that has the polygons sorted by the
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number of adjacent polygons.
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*/
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int x,y,size,tally=0;
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ListHead *pListHead;
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PF_FACES temp = NULL;
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/* For each face....*/
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for (x=0;x < num_faces;x++)
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{
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pListHead = PolFaces[x];
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temp = ( PF_FACES ) PeekList( pListHead, LISTHEAD, 0 );
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/* Check each edge of the face and tally the number of adjacent
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polygons to this face.
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*/
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if ( temp != NULL )
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{
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/* Size of the polygon */
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size = temp->nPolSize;
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if (size != 1)
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{
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for (y = 0; y< size; y++)
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{
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if (y != (size-1))
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tally += Num_Adj(*(temp->pPolygon+y),*(temp->pPolygon+y+1));
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else
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tally += Num_Adj(*(temp->pPolygon),*(temp->pPolygon+(size-1)));
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}
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/* Tally is the number of polygons that is adjacent to
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the current polygon.
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*/
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/* Now put the face in the proper bucket depending on tally. */
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Add_Sgi_Adj(tally,x);
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temp = NULL;
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tally=0;
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}
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}
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}
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}
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void Triangulate_Quad(int out_edge1,int out_edge2,int in_edge1,
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int in_edge2,int size,int *index,
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FILE *output,int reversed,int face_id,
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int where,int color1,int color2,int color3)
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{
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int vertex4,vertex5;
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/* This routine will nonblindly triangulate a quad, meaning
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that there is a definite input and a definite output
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edge that we must adhere to. Reversed will tell the orientation
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of the input edge. (Reversed is -1 is we do not have an input
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edge, in other words we are at the beginning of a strip.)
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Out_edge* is the output edge, and in_edge* is the input edge.
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Index are the edges of the polygon
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and size is the size of the polygon. Begin is whether we are
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at the start of a new strip.
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*/
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/* If we do not have an input edge, then we can make our input
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edge whatever we like, therefore it will be easier to come
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out on the output edge.
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*/
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if (reversed == -1)
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{
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vertex4 = Adjacent(out_edge1,out_edge2,index,size);
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vertex5 = Get_Other_Vertex(vertex4,out_edge1,out_edge2,index);
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Output_Tri(vertex5,vertex4,out_edge1,output,color1,color2,color3,where);
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Output_Tri(vertex4,out_edge1,out_edge2,output,color1,color2,color3,where);
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return;
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}
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/* These are the 5 cases that we can have for the output edge */
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/* Are they consecutive so that we form a triangle to
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peel off, but cannot use the whole quad?
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*/
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if (in_edge2 == out_edge1)
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{
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/* Output the triangle that comes out the correct
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edge last. First output the triangle that comes out
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the wrong edge.
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*/
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vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge2,index);
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Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where);
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Output_Tri(vertex4,in_edge2,out_edge2,output,color1,color2,color3,where);
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return;
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}
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/* The next case is where it is impossible to come out the
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edge that we want. So we will have to start a new strip to
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come out on that edge. We will output the one triangle
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that we can, and then start the new strip with the triangle
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that comes out on the edge that we want to come out on.
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*/
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else if (in_edge1 == out_edge1)
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{
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/* We want to output the first triangle (whose output
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edge is not the one that we want.
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We have to find the vertex that we need, which is
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the other vertex which we do not have.
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*/
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vertex4 = Get_Other_Vertex(in_edge2,in_edge1,out_edge2,index);
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Output_Tri(in_edge2,in_edge1,vertex4,output,color1,color2,color3,where);
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Output_Tri(vertex4,in_edge1,out_edge2,output,color1,color2,color3,where);
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return;
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}
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/* Consecutive cases again, but with the output edge reversed */
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else if (in_edge1 == out_edge2)
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{
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vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge1,index);
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Output_Tri(in_edge2,in_edge1,vertex4,output,color1,color2,color3,where);
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Output_Tri(vertex4,in_edge1,out_edge1,output,color1,color2,color3,where);
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return;
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}
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else if (in_edge2 == out_edge2)
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{
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vertex4 = Get_Other_Vertex(in_edge1,in_edge2,out_edge1,index);
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Output_Tri(in_edge1,in_edge2,vertex4,output,color1,color2,color3,where);
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Output_Tri(vertex4,in_edge2,out_edge1,output,color1,color2,color3,where);
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return;
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}
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/* The final case is where we want to come out the opposite
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edge.
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*/
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else
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{
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if( ((!reversed) && (out_edge1 == (Adjacent(in_edge1,in_edge2,index,size)))) ||
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((reversed) && (out_edge2 == (Adjacent(in_edge2,in_edge1,index,size)))))
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{
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/* We need to know the orientation of the input
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edge, so we know which way to put the diagonal.
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And also the output edge, so that we triangulate
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correctly.
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*/
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Output_Tri(in_edge1,in_edge2,out_edge2,output,color1,color2,color3,where);
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Output_Tri(in_edge2,out_edge2,out_edge1,output,color1,color2,color3,where);
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}
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else
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{
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/* Input and output orientation was reversed, so diagonal will
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be reversed from above.
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*/
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Output_Tri(in_edge1,in_edge2,out_edge1,output,color1,color2,color3,where);
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Output_Tri(in_edge2,out_edge1,out_edge2,output,color1,color2,color3,where);
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}
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return;
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}
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}
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void Triangulate_Polygon(int out_edge1, int out_edge2, int in_edge1,
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int in_edge2, int size, int *index,
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FILE *output, int reversed, int face_id,
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int where, int color1, int color2, int color3)
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{
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/* We have a polygon that we need to nonblindly triangulate.
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We will recursively try to triangulate it, until we are left
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with a polygon of size 4, which can use the quad routine
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from above. We will be taking off a triangle at a time
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and outputting it. We will have 3 cases similar to the
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cases for the quad above. The inputs to this routine
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are the same as for the quad routine.
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*/
|
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|
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int vertex4;
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int *temp;
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/* Since we are calling this recursively, we have to check whether
|
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|
we are down to the case of the quad.
|
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|
*/
|
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|
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|
if (size == 4)
|
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{
|
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Triangulate_Quad(out_edge1,out_edge2,in_edge1,in_edge2,size,
|
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index,output,reversed,face_id,where,color1,color2,color3);
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return;
|
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|
}
|
||
|
|
||
|
|
||
|
|
||
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/* We do not have a specified input edge, and therefore we
|
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|
can make it anything we like, as long as we still come out
|
||
|
the output edge that we want.
|
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|
*/
|
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|
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.
|
||
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*/
|
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|
vertex4 = Adjacent(out_edge1,out_edge2,index,size);
|
||
|
temp = (int *) malloc(sizeof(int) * size);
|
||
|
memcpy(temp,index,sizeof(int)*size);
|
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|
Delete_From_List(out_edge2,index,&size);
|
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|
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
|
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|
edge.
|
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|
*/
|
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|
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 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);
|
||
|
/* 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);
|
||
|
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);
|
||
|
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);
|
||
|
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;
|
||
|
|
||
|
/* 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);
|
||
|
/* 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);
|
||
|
return;
|
||
|
}
|
||
|
increasing = 1;
|
||
|
mode = 1;
|
||
|
|
||
|
}
|
||
|
else if (!begin)
|
||
|
{
|
||
|
Output_Tri(*(index+1),*(index+0),*(index+size-1),output,color1,color2,color3,where);
|
||
|
if (size == 4)
|
||
|
{
|
||
|
Output_Tri(*(index+0),*(index+size-1),*(index+2),output,color1,color2,color3,where);
|
||
|
return;
|
||
|
}
|
||
|
Output_Tri(*(index+0),*(index+size-1),*(index+2),output,color1,color2,color3,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);
|
||
|
increasing++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Output_Tri(*(index+decreasing),*(index+increasing),*(index+decreasing-1),output,color1,color2,color3,where);
|
||
|
decreasing--;
|
||
|
}
|
||
|
mode = !mode;
|
||
|
} while ((decreasing - increasing) >= 2);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|