184 lines
6.6 KiB
C
184 lines
6.6 KiB
C
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#include "plugin.h"
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// Triangle-stripdetection made simple. By Joost Bloemen, Copyright Vimana BV
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// If you can improve the algorithm, be sure to let me know you can reach me
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// at research@3dtop.com
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struct BMF_SURFACE{
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USHORT p0, p1, p2;
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};
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struct Hit{
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USHORT hits;
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USHORT t[3];
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UCHAR mask[3];
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BMF_SURFACE p[3];
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BOOL Stripped;
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}* HitList;
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// INPUT:
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//ilist is the list with indices of the original triangles, will be broken down to
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// only the triangles that can 't be stripped, at the end.
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//length is the number of triangles in ilist.
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// OUTPUT:
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//nr-strips is the number of strips we detected, they have a minimum of two triangles
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//strips_length contains an array[nr_strips] of strip-lengths, strip1, strip2 strip3 etc...
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//nr_indices is the total number of vertice-indices we have in the array "stripindex":
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//stripindex is a long list of strip1-indices, strip2-indices, strip3-indices etc...
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//return-value is the new number of seperate triangles in ilist.
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USHORT DetectStrips(BMF_SURFACE * ilist, USHORT length,
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USHORT * nr_strips, USHORT * strip_length,
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USHORT * nr_indices, USHORT * stripindex)
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{
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USHORT lastp0,lastp1,lastp2;
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USHORT n,nr,trynr;
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USHORT p0,p1,p2;
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USHORT i,k,next,p;
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UCHAR mask;
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BMF_SURFACE * temp, * tempEnd;
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struct Hit * tempHitList;
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// First part makes a hitlist per triangle, how many sides(hits) a triangle has shared,
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// the indexes of the hits, up to 3 masks that define wich points the triangles each share
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// and the points of each shared triangle.
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HitList=(struct Hit *)GlobalAlloc(GMEM_FIXED|GMEM_ZEROINIT,length*sizeof(struct Hit));
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tempHitList=HitList;
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for(n=0;n<length;n++,tempHitList++)
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{
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p0=ilist[n].p0;
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p1=ilist[n].p1;
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p2=ilist[n].p2;
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temp=ilist;
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tempEnd=ilist+length;
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while(temp<tempEnd)
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{USHORT p;
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// The following piece of code accounts for 99% of the time when converting large models
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nr=2; // count-down, we only want the ones with two points the same
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mask=0;
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if ((p=temp->p0)==p0){mask|=0x11;nr--;}
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else {if (p==p1){mask|=0x12;nr--;}
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else {if (p==p2){mask|=0x14;nr--;}}
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}
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if ((p=temp->p1)==p0){mask|=0x21;nr--;}
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else {if (p==p1){mask|=0x22;nr--;}
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else {if (p==p2){mask|=0x24;nr--;}}
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}
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if ((p=temp->p2)==p0){mask|=0x41;nr--;}
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else {if (p==p1){mask|=0x42;nr--;}
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else {if (p==p2){mask|=0x44;nr--;}}
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}
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// That's it
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if(!nr) //this doesn't happen very often
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{USHORT nrs=tempHitList->hits;
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//Rotate and save points so that p0 and p1 point to points that are the same.
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// to check later, if we can make a strip of this
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switch (mask>>4){
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case 5:
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tempHitList->p[nrs].p1=temp->p0;
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tempHitList->p[nrs].p0=temp->p2;
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tempHitList->p[nrs].p2=temp->p1;
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break;
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case 6:
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tempHitList->p[nrs].p0=temp->p1;
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tempHitList->p[nrs].p1=temp->p2;
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tempHitList->p[nrs].p2=temp->p0;
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break;
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case 3:
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tempHitList->p[nrs].p0=temp->p0;
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tempHitList->p[nrs].p1=temp->p1;
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tempHitList->p[nrs].p2=temp->p2;
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break;
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}
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tempHitList->t[nrs]=temp-ilist; // (temp-ilist) is actually the triangle-number
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tempHitList->mask[nrs]=mask; // mask is for later
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if(++tempHitList->hits==3)temp=tempEnd; // break while-loop if we have 3 hits
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}
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temp++;
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}
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}
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// Next:
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// Start with trying to make a strip of all triangles with 1 hit as a starting point,
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// then 2 , finally 3.
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// That's all.
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for(trynr=1;trynr<=3;trynr++)
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{
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for(p=0;p<length;p++)
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{
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if(HitList[p].hits==trynr&&!HitList[p].Stripped)
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{
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n=p; // n is first triangle of possible strip
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i=0; // i is triangle-counter of this possible strip
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k=10; // found a matching triangle
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while(k>=10) // while found a triangle
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{for (k=0;k<trynr;k++) // try all possible triangles
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{next=HitList[n].t[k]; // possible triangle
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if(!HitList[next].Stripped) // not included yet ?
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{if(!i) // if testing with first triangle, it must be rotated so that
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// points that are the same as next triangle are p1 and p2
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{switch (HitList[n].mask[k]&0x0f){
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case 6:
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lastp0=ilist[p].p0; // lastp0-p2 is first triangle of strip
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lastp1=ilist[p].p1; // is a local triangle that defines the last
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lastp2=ilist[p].p2; // triangle added to the strip
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break;
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case 3:
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lastp1=ilist[p].p0;
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lastp2=ilist[p].p1;
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lastp0=ilist[p].p2;
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break;
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case 5:
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lastp0=ilist[p].p1;
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lastp1=ilist[p].p2;
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lastp2=ilist[p].p0;
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break;
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}
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stripindex[*nr_indices]=lastp0; //save
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stripindex[(*nr_indices)+1]=lastp1;
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stripindex[(*nr_indices)+2]=lastp2;
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}
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if(i&1) // odd or even, makes a difference, see OpenGL
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{if (HitList[n].p[k].p0==lastp0&&HitList[n].p[k].p1==lastp2) //new one fits ?
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{lastp0=HitList[n].p[k].p0; // update last triangle used
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lastp1=HitList[n].p[k].p1;
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lastp2=HitList[n].p[k].p2;
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HitList[next].Stripped=TRUE; //this one is done
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stripindex[(*nr_indices)++]=lastp2; //save, p2 defines this triangle
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n=next; //use this one as next source
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k=10; // break for-loop with k, found one
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i++;
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} }
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else
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{if (HitList[n].p[k].p0==lastp2&&HitList[n].p[k].p1==lastp1) //new one fits ?
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{lastp0=HitList[n].p[k].p0; // update last triangle used
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lastp1=HitList[n].p[k].p1;
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lastp2=HitList[n].p[k].p2;
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HitList[next].Stripped=TRUE; //this one is done
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if(!i++)
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{
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(*nr_indices)+=3; //first triangle had 3 indices and keep it
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HitList[n].Stripped=TRUE; //and is done also
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}
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stripindex[(*nr_indices)++]=lastp2; // save, p2 defines this triangle
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n=next; //use this one as next source
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k=10; // break for-loop with k, found one
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} } } } }
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i++; //actual number of triangles in strip is one more
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if(i>1)strip_length[(*nr_strips)++]=i+2; //actual strip-length (in indices) is traingles +2
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} } }
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// Done.
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// Now keep all triangles that aren't stripped in original triangle-list and return
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// remaining number of triangles in original triangle-list.
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i=0;
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for(p=0;p<length;p++)
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{if(!HitList[p].Stripped)
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{
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ilist[i++]=ilist[p];
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}
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}
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GlobalFree(HitList);
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return(i);
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}
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