305 lines
7.8 KiB
C
305 lines
7.8 KiB
C
|
/********************************************************************/
|
||
|
/* STRIPE: converting a polygonal model to triangle strips
|
||
|
Francine Evans, 1996.
|
||
|
SUNY @ Stony Brook
|
||
|
Advisors: Steven Skiena and Amitabh Varshney
|
||
|
*/
|
||
|
/********************************************************************/
|
||
|
|
||
|
/*---------------------------------------------------------------------*/
|
||
|
/* STRIPE: ties.c
|
||
|
This file will contain all the routines used to determine the next face if there
|
||
|
is a tie
|
||
|
*/
|
||
|
/*---------------------------------------------------------------------*/
|
||
|
|
||
|
#include <stdlib.h>
|
||
|
#include "polverts.h"
|
||
|
#include "ties.h"
|
||
|
#include "sturctsex.h"
|
||
|
#include "triangulatex.h"
|
||
|
#include "options.h"
|
||
|
#include "common.h"
|
||
|
#include "util.h"
|
||
|
|
||
|
#define MAX_TIE 60
|
||
|
int ties_array[60];
|
||
|
int last = 0;
|
||
|
|
||
|
void Clear_Ties()
|
||
|
{
|
||
|
/* Clear the buffer, because we do not have the tie
|
||
|
any more that we had before */
|
||
|
last = 0;
|
||
|
}
|
||
|
|
||
|
void Add_Ties(int id)
|
||
|
{
|
||
|
/* We have a tie to add to the buffer */
|
||
|
ties_array[last++] = id;
|
||
|
}
|
||
|
|
||
|
int Alternate_Tie()
|
||
|
{
|
||
|
/* Alternate in what we choose to break the tie
|
||
|
We are just alternating between the first and
|
||
|
second thing that we found
|
||
|
*/
|
||
|
static int x = 0;
|
||
|
register int t;
|
||
|
|
||
|
t = ties_array[x];
|
||
|
x++;
|
||
|
if (x == 2)
|
||
|
x = 0;
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
int Random_Tie()
|
||
|
{
|
||
|
/* Randomly choose the next face with which
|
||
|
to break the tie
|
||
|
*/
|
||
|
register int num;
|
||
|
|
||
|
num = rand();
|
||
|
while (num >= last)
|
||
|
num = num/20;
|
||
|
return (ties_array[num]);
|
||
|
}
|
||
|
|
||
|
int Look_Ahead(int id)
|
||
|
{
|
||
|
/* Look ahead at this face and save the minimum
|
||
|
adjacency of all the faces that are adjacent to
|
||
|
this face.
|
||
|
*/
|
||
|
return Min_Adj(id);
|
||
|
}
|
||
|
|
||
|
int Random_Look(int id[],int count)
|
||
|
{
|
||
|
/* We had a tie within a tie in the lookahead,
|
||
|
break it randomly
|
||
|
*/
|
||
|
register int num;
|
||
|
|
||
|
num = rand();
|
||
|
while (num >= count)
|
||
|
num = num/20;
|
||
|
return (id[num]);
|
||
|
}
|
||
|
|
||
|
|
||
|
int Look_Ahead_Tie()
|
||
|
{
|
||
|
/* Look ahead and find the face to go to that
|
||
|
will give the least number of adjacencies
|
||
|
*/
|
||
|
int id[60],t,x,f=0,min = 60;
|
||
|
|
||
|
for (x = 0; x < last; x++)
|
||
|
{
|
||
|
t = Look_Ahead(ties_array[x]);
|
||
|
/* We have a tie */
|
||
|
if (t == min)
|
||
|
id[f++] = ties_array[x];
|
||
|
if (t < min)
|
||
|
{
|
||
|
f = 0;
|
||
|
min = t;
|
||
|
id[f++] = ties_array[x];
|
||
|
}
|
||
|
}
|
||
|
/* No tie within the tie */
|
||
|
if ( f == 1)
|
||
|
return id[0];
|
||
|
/* Or ties, but we are at the end of strips */
|
||
|
if (min == 0)
|
||
|
return id[0];
|
||
|
return (Random_Look(id,f));
|
||
|
}
|
||
|
|
||
|
|
||
|
int Sequential_Tri(int *index)
|
||
|
{
|
||
|
/* We have a triangle and need to break the ties at it.
|
||
|
We will choose the edge that is sequential. There
|
||
|
is definitely one since we know we have a triangle
|
||
|
and that there is a tie and there are only 2 edges
|
||
|
for the tie.
|
||
|
*/
|
||
|
int e1,e2,e3,output1,output2,output3,output4;
|
||
|
|
||
|
/* e2 and e3 are the input edge to the triangle */
|
||
|
Last_Edge(&e1,&e2,&e3,0);
|
||
|
|
||
|
if ((e2 == 0) && (e3 == 0))
|
||
|
/* Starting the strip, don't need to do this */
|
||
|
return ties_array[0];
|
||
|
|
||
|
/* For the 2 ties find the edge adjacent to face id */
|
||
|
Get_EdgeEx(&output1,&output2,index,ties_array[0],3,0,0);
|
||
|
Get_EdgeEx(&output3,&output4,index,ties_array[1],3,0,0);
|
||
|
|
||
|
if ((output1 == e3) || (output2 == e3))
|
||
|
return ties_array[0];
|
||
|
if ((output3 == e3) || (output4 == e3))
|
||
|
return ties_array[1];
|
||
|
printf("There is an error trying to break sequential triangle \n");
|
||
|
}
|
||
|
|
||
|
int Sequential_Quad(int *index, int triangulate)
|
||
|
{
|
||
|
/* We have a quad that need to break its ties, we will try
|
||
|
and choose a side that is sequential, otherwise use lookahead
|
||
|
*/
|
||
|
int output1,output2,x,e1,e2,e3;
|
||
|
|
||
|
/* e2 and e3 are the input edge to the quad */
|
||
|
Last_Edge(&e1,&e2,&e3,0);
|
||
|
|
||
|
/* No input edge */
|
||
|
if ((e2 == 0) && (e3 == 0))
|
||
|
return ties_array[0];
|
||
|
|
||
|
/* Go through the ties and see if there is a sequential one */
|
||
|
for (x = 0; x < last; x++)
|
||
|
{
|
||
|
Get_EdgeEx(&output1,&output2,index,ties_array[x],4,0,0);
|
||
|
/* Partial and whole triangulation will have different requirements */
|
||
|
if (((output1 == e3) || (output2 == e3)) && (triangulate == PARTIAL))
|
||
|
return ties_array[x];
|
||
|
if (((output1 != e3) && (output1 != e2) &&
|
||
|
(output2 != e3) && (output2 != e2)))
|
||
|
return ties_array[x];
|
||
|
}
|
||
|
/* There was not a tie that was sequential */
|
||
|
return Look_Ahead_Tie();
|
||
|
}
|
||
|
|
||
|
void Whole_Output(int in1,int in2, int *index, int size, int *out1, int *out2)
|
||
|
{
|
||
|
/* Used to sequentially break ties in the whole triangulation for polygons
|
||
|
greater than 4 sides. We will find the output edge that is good
|
||
|
for sequential triangulation.
|
||
|
*/
|
||
|
|
||
|
int half;
|
||
|
|
||
|
/* Put the input edge first in the list */
|
||
|
Rearrange_IndexEx(index,size);
|
||
|
|
||
|
if (!(EVEN(size)))
|
||
|
{
|
||
|
if (*(index) == in1)
|
||
|
half = size/2 ;
|
||
|
else
|
||
|
half = size/2 +1;
|
||
|
}
|
||
|
else
|
||
|
half = size/2;
|
||
|
|
||
|
*out1 = *(index+half);
|
||
|
*out2 = *(index+half+1);
|
||
|
}
|
||
|
|
||
|
int Sequential_Poly(int size, int *index, int triangulate)
|
||
|
{
|
||
|
/* We have a polygon of greater than 4 sides and wish to break the
|
||
|
tie in the most sequential manner.
|
||
|
*/
|
||
|
|
||
|
int x,output1,output2,e1,e2,e3,saved1=-1,saved2=-1,output3,output4;
|
||
|
|
||
|
/* e2 and e3 are the input edge to the quad */
|
||
|
Last_Edge(&e1,&e2,&e3,0);
|
||
|
|
||
|
/* If we are using whole, find the output edge that is sequential */
|
||
|
if (triangulate == WHOLE)
|
||
|
Whole_Output(e2,e3,index,size,&output3,&output4);
|
||
|
|
||
|
/* No input edge */
|
||
|
if ((e2 == 0) && (e3 == 0))
|
||
|
return ties_array[0];
|
||
|
|
||
|
for (x = 0; x < last ; x++)
|
||
|
{
|
||
|
Get_EdgeEx(&output1,&output2,index,ties_array[x],size,0,0);
|
||
|
/* Partial that can be removed in just one triangle */
|
||
|
if (((output1 == e3) || (output2 == e3)) && (triangulate == PARTIAL))
|
||
|
saved1 = ties_array[x];
|
||
|
/* Partial removed in more than one triangle */
|
||
|
if ((output1 != e3) && (output1 != e2) && (output2 != e3) && (output2 != e2) &&
|
||
|
(triangulate == PARTIAL) && (saved2 != -1))
|
||
|
saved2 = ties_array[x];
|
||
|
/* Whole is not so easy, since the whole polygon must be done. Given
|
||
|
an input edge there is only one way to come out, approximately half
|
||
|
way around the polygon.
|
||
|
*/
|
||
|
if (((output1 == output3) && (output2 == output4)) ||
|
||
|
((output1 == output4) && (output2 == output3)) &&
|
||
|
(triangulate == WHOLE))
|
||
|
return ties_array[x];
|
||
|
}
|
||
|
|
||
|
if (saved1 != -1)
|
||
|
return saved1;
|
||
|
if (saved2 != -1)
|
||
|
return saved2;
|
||
|
|
||
|
/* There was not a tie that was sequential */
|
||
|
return Look_Ahead_Tie();
|
||
|
}
|
||
|
|
||
|
int Sequential_Tie(int face_id, int triangulate)
|
||
|
{
|
||
|
/* Break the tie by choosing the face that will
|
||
|
not give us a swap and is sequential. If there
|
||
|
is not one, then do the lookahead to break the
|
||
|
tie.
|
||
|
*/
|
||
|
/* Separate into 3 cases for simplicity, if the current
|
||
|
polygon has 3 sides, 4 sides or if the sides were
|
||
|
greater. We can do the smaller cases faster, so that
|
||
|
is why I separated the cases.
|
||
|
*/
|
||
|
|
||
|
ListHead *pListFace;
|
||
|
PF_FACES face;
|
||
|
|
||
|
/* Get the polygon with id face_id */
|
||
|
pListFace = PolFaces[face_id];
|
||
|
face = (PF_FACES) PeekList(pListFace,LISTHEAD,0);
|
||
|
|
||
|
if (face->nPolSize == 3)
|
||
|
return(Sequential_Tri(face->pPolygon));
|
||
|
if (face->nPolSize == 4)
|
||
|
return(Sequential_Quad(face->pPolygon,triangulate));
|
||
|
else
|
||
|
return(Sequential_Poly(face->nPolSize,face->pPolygon,triangulate));
|
||
|
|
||
|
}
|
||
|
|
||
|
int Get_Next_Face(int t, int face_id, int triangulate)
|
||
|
{
|
||
|
/* Get the next face depending on what
|
||
|
the user specified
|
||
|
*/
|
||
|
|
||
|
/* Did not have a tie, don't do anything */
|
||
|
if (last == 1)
|
||
|
return(ties_array[0]);
|
||
|
if (t == RANDOM)
|
||
|
return Random_Tie();
|
||
|
if (t == ALTERNATE)
|
||
|
return Alternate_Tie();
|
||
|
if (t == LOOK)
|
||
|
return Look_Ahead_Tie();
|
||
|
if (t == SEQUENTIAL)
|
||
|
return Sequential_Tie(face_id,triangulate);
|
||
|
|
||
|
printf("Illegal option specified for ties, using first \n");
|
||
|
return (ties_array[0]);
|
||
|
}
|