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