[9102] | 1 | ///
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| 2 | /// This file is part of ILNumerics Community Edition.
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| 3 | ///
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| 4 | /// ILNumerics Community Edition - high performance computing for applications.
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| 5 | /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net
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| 6 | ///
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| 7 | /// ILNumerics Community Edition is free software: you can redistribute it and/or modify
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| 8 | /// it under the terms of the GNU General Public License version 3 as published by
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| 9 | /// the Free Software Foundation.
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| 10 | ///
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| 11 | /// ILNumerics Community Edition is distributed in the hope that it will be useful,
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| 12 | /// but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 13 | /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| 14 | /// GNU General Public License for more details.
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| 15 | ///
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| 16 | /// You should have received a copy of the GNU General Public License
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| 17 | /// along with ILNumerics Community Edition. See the file License.txt in the root
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| 18 | /// of your distribution package. If not, see <http://www.gnu.org/licenses/>.
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| 19 | ///
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| 20 | /// In addition this software uses the following components and/or licenses:
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| 21 | ///
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| 22 | /// =================================================================================
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| 23 | /// The Open Toolkit Library License
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| 24 | ///
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| 25 | /// Copyright (c) 2006 - 2009 the Open Toolkit library.
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| 26 | ///
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| 27 | /// Permission is hereby granted, free of charge, to any person obtaining a copy
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| 28 | /// of this software and associated documentation files (the "Software"), to deal
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| 29 | /// in the Software without restriction, including without limitation the rights to
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| 30 | /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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| 31 | /// the Software, and to permit persons to whom the Software is furnished to do
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| 32 | /// so, subject to the following conditions:
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| 33 | ///
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| 34 | /// The above copyright notice and this permission notice shall be included in all
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| 35 | /// copies or substantial portions of the Software.
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| 36 | ///
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| 37 | /// =================================================================================
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| 38 | ///
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| 39 |
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| 40 | using System;
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| 41 | using System.Collections.Generic;
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| 42 | using System.Text;
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| 43 |
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| 44 | namespace ILNumerics.Algorithms {
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| 45 | public partial class Graphic {
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| 46 |
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| 47 | /// <summary>
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| 48 | /// Increase the number of triangles by doubling existing triangles
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| 49 | /// </summary>
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| 50 | /// <param name="vertices">Vertices</param>
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| 51 | /// <param name="triangles">Triangle index definitions</param>
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| 52 | /// <param name="iterations">Number of iterations, each iteration will make 4 triangles out of each triangle</param>
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| 53 | /// <param name="outVertices">[Output] Vertices.</param>
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| 54 | /// <param name="outTriangles">[Output] Triangles</param>
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| 55 | /// <remarks><para>Incoming triangles are expected not to be degenerated. This means:
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| 56 | /// Every edge is used only twice at most. No triangle shares more than 2
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| 57 | /// corners with some other triangle. </para>
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| 58 | /// <para>None of the incoming arrays will get altered</para></remarks>
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| 59 | public static void Triangularize(ILInArray<float> vertices, ILInArray<int> triangles,
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| 60 | int iterations,
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| 61 | ILOutArray<float> outVertices,
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| 62 | ILOutArray<int> outTriangles) {
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| 63 | using (ILScope.Enter(vertices, triangles)) {
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| 64 | int numVertices = vertices.Size[1];
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| 65 | int numTriangles = triangles.Size[1];
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| 66 | outVertices.a = vertices.C;
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| 67 | outTriangles.a = triangles.C;
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| 68 | // being pessimistic: expect to create a larger number of vertices than probable
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| 69 | outVertices[0, numVertices * 2] = 0;
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| 70 | outTriangles[0, numTriangles * 2] = 0;
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| 71 |
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| 72 | int triIndLast = numTriangles;
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| 73 | int vertIndLast = numVertices;
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| 74 | for (int it = 0; it < iterations; it++) {
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| 75 | int triIndItEnd = triIndLast;
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| 76 |
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| 77 | for (int triInd = 0; triInd < triIndItEnd; triInd++) {
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| 78 | int vertInd0 = outTriangles.GetValue(0, triInd);
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| 79 | int vertInd1 = outTriangles.GetValue(1, triInd);
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| 80 | int vertInd2 = outTriangles.GetValue(2, triInd);
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| 81 | // create new vertices
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| 82 | float v0x = (outVertices.GetValue(0, vertInd0) + outVertices.GetValue(0, vertInd1)) / 2f;
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| 83 | float v0y = (outVertices.GetValue(1, vertInd0) + outVertices.GetValue(1, vertInd1)) / 2f;
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| 84 | float v0z = (outVertices.GetValue(2, vertInd0) + outVertices.GetValue(2, vertInd1)) / 2f;
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| 85 | float v1x = (outVertices.GetValue(0, vertInd1) + outVertices.GetValue(0, vertInd2)) / 2f;
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| 86 | float v1y = (outVertices.GetValue(1, vertInd1) + outVertices.GetValue(1, vertInd2)) / 2f;
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| 87 | float v1z = (outVertices.GetValue(2, vertInd1) + outVertices.GetValue(2, vertInd2)) / 2f;
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| 88 | float v2x = (outVertices.GetValue(0, vertInd2) + outVertices.GetValue(0, vertInd0)) / 2f;
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| 89 | float v2y = (outVertices.GetValue(1, vertInd2) + outVertices.GetValue(1, vertInd0)) / 2f;
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| 90 | float v2z = (outVertices.GetValue(2, vertInd2) + outVertices.GetValue(2, vertInd0)) / 2f;
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| 91 | #region new vertex exists already? TODO: This needs to be replaced with a b-tree implementation!!
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| 92 | int newVertID0 = -1;
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| 93 | int newVertID1 = -1;
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| 94 | int newVertID2 = -1;
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| 95 | for (int vi = 0; vi < vertIndLast; vi++) {
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| 96 | float tmpX = outVertices.GetValue(0, vi);
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| 97 | float tmpY = outVertices.GetValue(1, vi);
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| 98 | float tmpZ = outVertices.GetValue(2, vi);
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| 99 | if (tmpX == v0x && tmpY == v0y && tmpZ == v0z) {
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| 100 | newVertID0 = vi;
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| 101 | }
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| 102 | if (tmpX == v1x && tmpY == v1y && tmpZ == v1z) {
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| 103 | newVertID1 = vi;
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| 104 | }
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| 105 | if (tmpX == v2x && tmpY == v2y && tmpZ == v2z) {
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| 106 | newVertID2 = vi;
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| 107 | }
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| 108 | if (newVertID0 >= 0 && newVertID1 >= 0 && newVertID2 >= 0)
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| 109 | break;
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| 110 | }
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| 111 | #endregion
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| 112 |
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| 113 | if (newVertID0 < 0) {
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| 114 | newVertID0 = vertIndLast++;
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| 115 | outVertices[0, newVertID0] = v0x;
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| 116 | outVertices[1, newVertID0] = v0y;
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| 117 | outVertices[2, newVertID0] = v0z;
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| 118 | }
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| 119 | if (newVertID1 < 0) {
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| 120 | newVertID1 = vertIndLast++;
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| 121 | outVertices[0, newVertID1] = v1x;
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| 122 | outVertices[1, newVertID1] = v1y;
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| 123 | outVertices[2, newVertID1] = v1z;
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| 124 | }
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| 125 | if (newVertID2 < 0) {
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| 126 | newVertID2 = vertIndLast++;
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| 127 | outVertices[0, newVertID2] = v2x;
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| 128 | outVertices[1, newVertID2] = v2y;
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| 129 | outVertices[2, newVertID2] = v2z;
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| 130 | }
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| 131 |
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| 132 | // create new triangles
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| 133 | outTriangles.SetValue(newVertID0, 1, triInd);
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| 134 | outTriangles.SetValue(newVertID2, 2, triInd);
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| 135 |
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| 136 | outTriangles.SetValue(newVertID2, 0, triIndLast);
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| 137 | outTriangles.SetValue(newVertID1, 1, triIndLast);
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| 138 | outTriangles.SetValue(vertInd2, 2, triIndLast++);
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| 139 |
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| 140 | outTriangles.SetValue(newVertID2, 0, triIndLast);
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| 141 | outTriangles.SetValue(newVertID0, 1, triIndLast);
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| 142 | outTriangles.SetValue(newVertID1, 2, triIndLast++);
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| 143 |
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| 144 | outTriangles.SetValue(newVertID0, 0, triIndLast);
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| 145 | outTriangles.SetValue(vertInd1, 1, triIndLast);
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| 146 | outTriangles.SetValue(newVertID1, 2, triIndLast++);
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| 147 | }
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| 148 |
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| 149 | }
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| 150 | outVertices.a = outVertices[":;0:" + (vertIndLast - 1)];
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| 151 | outTriangles.a = outTriangles[":;0:" + (triIndLast - 1)];
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| 152 | }
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| 153 | }
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| 154 | }
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| 155 | }
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