553 lines
15 KiB
C
553 lines
15 KiB
C
/********************************************************************/
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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: structex.c
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This file contains routines that are used for various functions in
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the local algorithm.
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*/
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/*---------------------------------------------------------------------*/
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#include <stdlib.h>
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#include <string.h>
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#include "polverts.h"
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#include "ties.h"
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#include "outputex.h"
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#include "triangulatex.h"
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#include "sturctsex.h"
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#include "options.h"
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#include "common.h"
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#include "util.h"
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int out1Ex = -1;
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int out2Ex = -1;
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int Get_EdgeEx(int *edge1,int *edge2,int *index,int face_id,
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int size, int id1, int id2)
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{
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/* Put the edge that is adjacent to face_id into edge1
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and edge2. For each edge see if it is adjacent to
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face_id. Id1 and id2 is the input edge, so see if
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the orientation is reversed, and save it in reversed.
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*/
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int x;
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int reversed = -1;
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BOOL set = FALSE;
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for (x=0; x< size; x++)
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{
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if (x == (size-1))
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{
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if ((*(index) == id1) && (*(index+size-1)==id2))
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{
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if (set)
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return 1;
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reversed = 1;
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}
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else if ((*(index) == id2) && (*(index+size-1)==id1))
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{
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if (set)
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return 0;
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reversed = 0;
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}
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if (Look_Up(*(index),*(index+size-1),face_id))
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{
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if ( (out1Ex != -1) && ( (out1Ex == *(index)) || (out1Ex == *(index+size-1)) ) &&
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( (out2Ex == *(index)) || (out2Ex == *(index+size-1)) ))
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{
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set = TRUE;
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*edge1 = *(index);
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*edge2 = *(index+size-1);
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}
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else if (out1Ex == -1)
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{
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set = TRUE;
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*edge1 = *(index);
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*edge2 = *(index+size-1);
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}
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if ((reversed != -1) && (set))
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return reversed;
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}
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}
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else
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{
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if ((*(index+x) == id1) && (*(index+x+1)==id2))
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{
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if (set)
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return 0;
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reversed = 0;
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}
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else if ((*(index+x) == id2) && (*(index+x+1)==id1))
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{
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if (set)
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return 1;
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reversed = 1;
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}
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if (Look_Up(*(index+x),*(index+x+1),face_id))
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{
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if ( (out1Ex != -1) && ( (out1Ex == *(index+x)) || (out1Ex == *(index+x+1)) ) &&
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((out2Ex == *(index+x)) || (out2Ex == *(index+x+1))))
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{
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set = TRUE;
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*edge1 = *(index+x);
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*edge2 = *(index+x+1);
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}
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else if (out1Ex == -1)
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{
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set = TRUE;
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*edge1 = *(index+x);
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*edge2 = *(index+x + 1);
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}
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if ((reversed != -1) && (set))
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return reversed;
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}
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}
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}
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if ((x == size) && (reversed != -1))
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{
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/* Could not find the output edge */
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printf("Error in the Lookup %d %d %d %d %d %d %d %d\n",face_id,id1,id2,reversed,*edge1,*edge2,out1Ex,out2Ex);
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exit(0);
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}
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return reversed;
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}
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void Update_FaceEx(int *next_bucket, int *min_face, int face_id, int *e1,
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int *e2,int temp1,int temp2,int *ties)
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{
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/* We have a face id that needs to be decremented.
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We have to determine where it is in the structure,
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so that we can decrement it.
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*/
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/* The number of adjacencies may have changed, so to locate
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it may be a little tricky. However we know that the number
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of adjacencies is less than or equal to the original number
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of adjacencies,
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*/
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int y,size,tally=0;
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ListHead *pListHead;
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PF_FACES temp = NULL;
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PLISTINFO lpListInfo;
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static int each_poly = 0;
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BOOL there = FALSE;
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pListHead = PolFaces[face_id];
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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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for (y = 0; y< size; y++)
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{
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/* If we are doing partial triangulation, we must check
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to see whether the edge is still there in the polygon,
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since we might have done a portion of the polygon
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and saved the rest for later.
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*/
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if (y != (size-1))
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{
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if( ((temp1 == *(temp->pPolygon+y)) && (temp2 ==*(temp->pPolygon+y+1)))
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|| ((temp2 == *(temp->pPolygon+y)) && (temp1 ==*(temp->pPolygon+y+1))))
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/* edge is still there we are ok */
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there = TRUE;
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}
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else
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{
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if( ((temp1 == *(temp->pPolygon)) && (temp2 == *(temp->pPolygon+size-1)))
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|| ((temp2 == *(temp->pPolygon)) && (temp1 ==*(temp->pPolygon+size-1))))
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/* edge is still there we are ok */
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there = TRUE;
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}
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}
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if (!there)
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/* Original edge was already used, we cannot use this polygon */
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return;
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/* We have a starting point to start our search to locate
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this polygon.
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*/
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/* Check to see if this polygon was done */
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lpListInfo = Done(face_id,59,&y);
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if (lpListInfo == NULL)
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return;
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/* Was not done, but there is an error in the adjacency calculations */
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/* If more than one edge is adj to it then maybe it was not updated */
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if (y == 0)
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return;
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/* Now put the face in the proper bucket depending on tally. */
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/* First add it to the new bucket, then remove it from the old */
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Add_Sgi_Adj(y-1,face_id);
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RemoveList(array[y],lpListInfo);
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/* Save it if it was the smallest seen so far since then
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it will be the next face
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Here we will have different options depending on
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what we want for resolving ties:
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1) First one we see we will use
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2) Random resolving
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3) Look ahead
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4) Alternating direction
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*/
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/* At a new strip */
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if (*next_bucket == 60)
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*ties = *ties + each_poly;
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/* Have a tie */
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if (*next_bucket == (y-1))
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{
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Add_Ties(face_id);
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each_poly++;
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}
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/* At a new minimum */
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if (*next_bucket > (y-1))
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{
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*next_bucket = y-1;
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*min_face = face_id;
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*e1 = temp1;
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*e2 = temp2;
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each_poly = 0;
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Clear_Ties();
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Add_Ties(face_id);
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}
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}
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}
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void Delete_AdjEx(int id1, int id2,int *next_bucket,int *min_face,
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int current_face,int *e1,int *e2,int *ties)
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{
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/* Find the face that is adjacent to the edge and is not the
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current face. Delete one adjacency from it. Save the min
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adjacency seen so far.
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*/
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register int count=0;
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PF_EDGES temp = NULL;
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ListHead *pListHead;
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int next_face;
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/* Always want smaller id first */
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switch_lower(&id1,&id2);
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pListHead = PolEdges[id1];
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temp = (PF_EDGES) PeekList(pListHead,LISTHEAD,count);
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if (temp == NULL)
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/* It could be a new edge that we created. So we can
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exit, since there is not a face adjacent to it.
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*/
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return;
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while (temp->edge[0] != id2)
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{
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count++;
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temp = (PF_EDGES) PeekList(pListHead,LISTHEAD,count);
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if (temp == NULL)
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/* Was a new edge that was created and therefore
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does not have anything adjacent to it
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*/
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return;
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}
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/* Was not adjacent to anything else except itself */
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if (temp->edge[2] == -1)
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return;
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/* Was adjacent to something */
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else
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{
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if (temp->edge[2] == current_face)
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next_face = temp->edge[1];
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else
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next_face = temp->edge[2];
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}
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/* We have the other face adjacent to this edge, it is
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next_face. Now we need to decrement this faces' adjacencies.
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*/
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Update_FaceEx(next_bucket, min_face, next_face,e1,e2,id1,id2,ties);
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}
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int Change_FaceEx(int face_id,int in1,int in2,
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ListHead *pListHead, P_ADJACENCIES temp, BOOL no_check)
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{
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/* We are doing a partial triangulation and we need to
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put the new face of triangle into the correct bucket
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*/
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int input_adj,y;
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P_ADJACENCIES pfNode,lpListInfo;
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/* Find the old number of adjacencies to this face,
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so we know where to delete it from
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*/
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y = Old_Adj(face_id);
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pListHead = array[y];
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pfNode = (P_ADJACENCIES) malloc(sizeof(ADJACENCIES) );
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if ( pfNode )
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pfNode->face_id = face_id;
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lpListInfo = (P_ADJACENCIES) (SearchList(array[y], pfNode,
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(int (*)(void *,void *)) (Compare)));
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if (lpListInfo == NULL)
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{
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printf("There is an error finding the next polygon3 %d\n",face_id);
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exit(0);
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}
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/* Do we need to change the adjacency? Maybe the edge on the triangle
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that was outputted was not adjacent to anything. We know if we
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have to check by "check". We came out on the output edge
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that we needed, then we know that the adjacencies will decrease
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by exactly one.
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*/
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if (!no_check)
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{
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input_adj = Number_Adj(in1,in2,face_id);
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/* If there weren't any then don't do anything */
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if (input_adj == 0)
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return y;
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}
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RemoveList(pListHead,(PLISTINFO)/*(temp*/lpListInfo);
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/* Before we had a quad with y adjacencies. The in edge
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did not have an adjacency, since it was just deleted,
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since we came in on it. The outedge must have an adjacency
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otherwise we would have a bucket 0, and would not be in this
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routine. Therefore the new adjacency must be y-1
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*/
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Add_Sgi_Adj(y-1,face_id);
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return (y-1);
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}
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int Update_AdjacenciesEx(int face_id, int *next_bucket, int *e1, int *e2,
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int *ties)
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{
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/* Give the face with id face_id, we want to decrement
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all the faces that are adjacent to it, since we will
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be deleting face_id from the data structure.
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We will return the face that has the least number
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of adjacencies.
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*/
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PF_FACES temp = NULL;
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ListHead *pListHead;
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int size,y,min_face = -1;
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*next_bucket = 60;
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pListHead = PolFaces[face_id];
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temp = ( PF_FACES ) PeekList( pListHead, LISTHEAD, 0 );
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if ( temp == NULL )
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{
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printf("The face was already deleted, there is an error\n");
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exit(0);
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}
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/* Size of the polygon */
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size = temp->nPolSize;
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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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Delete_AdjEx(*(temp->pPolygon+y),*(temp->pPolygon+y+1),
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next_bucket,&min_face,face_id,e1,e2,ties);
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else
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Delete_AdjEx(*(temp->pPolygon),*(temp->pPolygon+(size-1)),
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next_bucket,&min_face,face_id,e1,e2,ties);
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}
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return (min_face);
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}
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void Find_Adj_TallyEx(int id1, int id2,int *next_bucket,int *min_face,
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int current_face,int *ties)
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{
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/* Find the face that is adjacent to the edge and is not the
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current face. Save the min adjacency seen so far.
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*/
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int size,each_poly=0,y,tally=0,count=0;
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PF_EDGES temp = NULL;
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PF_FACES temp2 = NULL;
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ListHead *pListHead;
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int next_face;
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BOOL there = FALSE;
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/* Always want smaller id first */
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switch_lower(&id1,&id2);
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pListHead = PolEdges[id1];
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temp = (PF_EDGES) PeekList(pListHead,LISTHEAD,count);
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if (temp == NULL)
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/* This was a new edge that was created, so it is
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adjacent to nothing.
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*/
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return;
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while (temp->edge[0] != id2)
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{
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count++;
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temp = (PF_EDGES) PeekList(pListHead,LISTHEAD,count);
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if (temp == NULL)
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/* This was a new edge that we created */
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return;
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}
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/* Was not adjacent to anything else except itself */
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if (temp->edge[2] == -1)
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return;
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else
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{
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if (temp->edge[2] == current_face)
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next_face = temp->edge[1];
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else
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next_face = temp->edge[2];
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}
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/* We have the other face adjacent to this edge, it is
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next_face. Find how many faces it is adjacent to.
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*/
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pListHead = PolFaces[next_face];
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temp2 = ( 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. This will be the original number of
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polygons adjacent to this polygon, we must then see if this
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number has been decremented
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*/
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if ( temp2 != NULL )
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{
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/* Size of the polygon */
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size = temp2->nPolSize;
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for (y = 0; y< size; y++)
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{
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/* Make sure that the edge is still in the
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polygon and was not deleted, because if the edge was
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deleted, then we used it already.
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*/
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if (y != (size-1))
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{
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if( ((id1 == *(temp2->pPolygon+y)) && (id2 ==*(temp2->pPolygon+y+1)))
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|| ((id2 == *(temp2->pPolygon+y)) && (id1 ==*(temp2->pPolygon+y+1))))
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/* edge is still there we are ok */
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there = TRUE;
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}
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else
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{
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if( ((id1 == *(temp2->pPolygon)) && (id2 ==*(temp2->pPolygon+size-1)))
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|| ((id2 == *(temp2->pPolygon)) && (id1 ==*(temp2->pPolygon+size-1))))
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/* edge is still there we are ok */
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there = TRUE;
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}
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}
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if (!there)
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/* Edge already used and deleted from the polygon*/
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return;
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/* See if the face was already deleted, and where
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it is if it was not
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*/
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if (Done(next_face,size,&y) == NULL)
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return;
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/* Save it if it was the smallest seen so far since then
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it will be the next face
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Here we will have different options depending on
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what we want for resolving ties:
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1) First one we see we will use
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2) Random resolving
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3) Look ahead
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4) Alternating direction
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*/
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/* At a new strip */
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if (*next_bucket == 60)
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*ties = *ties + each_poly;
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/* Have a tie */
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if (*next_bucket == (y-1))
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{
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Add_Ties(next_face);
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each_poly++;
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}
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/* At a new minimum */
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if (*next_bucket > (y-1))
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{
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*next_bucket = y-1;
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*min_face = next_face;
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each_poly = 0;
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Clear_Ties();
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Add_Ties(next_face);
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}
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}
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}
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int Min_Face_AdjEx(int face_id, int *next_bucket, int *ties)
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{
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/* Used for the Partial triangulation to find the next
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face. It will return the minimum adjacency face id
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found at this face.
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*/
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PF_FACES temp = NULL;
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ListHead *pListHead;
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int size,y,min_face,test_face;
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*next_bucket = 60;
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pListHead = PolFaces[face_id];
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temp = ( PF_FACES ) PeekList( pListHead, LISTHEAD, 0 );
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if ( temp == NULL )
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{
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printf("The face was already deleted, there is an error\n");
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exit(0);
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}
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/* Size of the polygon */
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size = temp->nPolSize;
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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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Find_Adj_TallyEx(*(temp->pPolygon+y),*(temp->pPolygon+y+1),
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next_bucket,&min_face,face_id,ties);
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else
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Find_Adj_TallyEx(*(temp->pPolygon),*(temp->pPolygon+(size-1)),
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next_bucket,&min_face,face_id,ties);
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}
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/* Maybe we can do better by triangulating the face, because
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by triangulating the face we will go to a polygon of lesser
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adjacencies
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*/
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if (size == 4)
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{
|
|
/* Checking for a quad whether to do the whole polygon will
|
|
result in better performance because the triangles in the polygon
|
|
have less adjacencies
|
|
*/
|
|
Check_In_Quad(face_id,&test_face);
|
|
if (*next_bucket > test_face)
|
|
/* We can do better by going through the polygon */
|
|
min_face = face_id;
|
|
}
|
|
|
|
/* We have a polygon with greater than 4 sides, check to see if going
|
|
inside is better than going outside the polygon for the output edge.
|
|
*/
|
|
else
|
|
{
|
|
Check_In_Polygon(face_id,&test_face,size);
|
|
if (*next_bucket > test_face)
|
|
/* We can do better by going through the polygon */
|
|
min_face = face_id;
|
|
}
|
|
|
|
return (min_face);
|
|
}
|
|
|
|
|