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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