mirror of
https://github.com/UberGames/GtkRadiant.git
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88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
303 lines
7.4 KiB
C
303 lines
7.4 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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static int s_used[8192]; // same as MD3_MAX_TRIANGLES
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/*
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** FindNextTriangleInStrip
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**
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** Given a surface and triangle this tries to find the next triangle
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** in the strip that would continue the strip. The next triangle in
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** the strip should have the same winding as this triangle.
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*/
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static int FindNextTriangleInStripOrFan( int mesh[][3], int tri, int orientation, int numTris, int odd )
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{
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int t;
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int sum = 0;
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int currentTri[3];
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int side;
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int a, b, c;
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int refa, refb;
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currentTri[0] = mesh[tri][(0+orientation)%3];
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currentTri[1] = mesh[tri][(1+orientation)%3];
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currentTri[2] = mesh[tri][(2+orientation)%3];
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if ( odd )
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{
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refa = currentTri[1];
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refb = currentTri[2];
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}
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else
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{
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refa = currentTri[2];
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refb = currentTri[0];
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}
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// go through all triangles and look for sides that match
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// this triangle's
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for ( t = 0; t < numTris; t++ )
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{
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// don't check against self or against previously used triangles
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if ( t == tri )
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continue;
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if ( s_used[t] )
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continue;
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// check all three sides of the candidate triangle
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for ( side = 0; side < 3; side++ )
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{
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// check only the second (abutting) side
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if ( ( refa == mesh[t][(side+1)%3] ) &&
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( refb == mesh[t][side] ) )
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{
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a = mesh[t][0];
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b = mesh[t][1];
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c = mesh[t][2];
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// rotate the candidate triangle to align it properly in the strip
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if ( side == 1 )
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{
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mesh[t][0] = b;
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mesh[t][1] = c;
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mesh[t][2] = a;
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}
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else if ( side == 2 )
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{
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mesh[t][0] = c;
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mesh[t][1] = a;
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mesh[t][2] = b;
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}
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return t;
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}
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/*
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else
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{
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Error( "fans not implemented yet" );
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// check only the third (abutting) side
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if ( ( currentTri[2] == pSurf->baseTriangles[t].v[side].index ) &&
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( currentTri[0] == pSurf->baseTriangles[t].v[(side+1)%3].index ) )
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{
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return t;
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}
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}
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*/
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}
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}
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return -1;
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}
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/*
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** StripLength
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*/
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static int StripLength( int mesh[][3], int strip[][3], int tri, int orientation, int numInputTris, int fillNo )
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{
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int stripIndex = 0;
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int next;
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int odd = 1;
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strip[stripIndex][0] = mesh[tri][(0+orientation)%3];
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strip[stripIndex][1] = mesh[tri][(1+orientation)%3];
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strip[stripIndex][2] = mesh[tri][(2+orientation)%3];
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s_used[tri] = fillNo;
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stripIndex++;
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next = tri;
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while ( ( next = FindNextTriangleInStripOrFan( mesh, next, orientation, numInputTris, odd ) ) != -1 )
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{
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s_used[next] = fillNo;
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odd = !odd;
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strip[stripIndex][0] = mesh[next][0];
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strip[stripIndex][1] = mesh[next][1];
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strip[stripIndex][2] = mesh[next][2];
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stripIndex++;
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// all iterations after first need to be with an unrotated reference triangle
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orientation = 0;
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}
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return stripIndex;
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}
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/*
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** BuildOptimizedList
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**
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** Attempts to build the longest strip/fan possible. Does not adhere
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** to pure strip or fan, will intermix between the two so long as some
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** type of connectivity can be maintained.
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*/
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#define MAX_ORIENTATIONS 3
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#define MAX_MATCHED_SIDES 4
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#define MAX_SEED_TRIANGLES 16
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static int BuildOptimizedList( int mesh[][3], int strip[][3], int numInputTris )
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{
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int t;
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int stripLen = 0;
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int startTri = -1;
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int bestTri = -1, bestLength = 0, bestOrientation = -1;
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int matchedSides = 0;
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int orientation = 0;
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int seedTriangles[MAX_MATCHED_SIDES][MAX_SEED_TRIANGLES];
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int seedLengths[MAX_ORIENTATIONS][MAX_MATCHED_SIDES][MAX_SEED_TRIANGLES];
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int numSeeds[MAX_MATCHED_SIDES] = { 0, 0, 0 };
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int i;
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// build a ranked list of candidate seed triangles based on
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// number of offshoot strips. Precedence goes to orphans,
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// then corners, then edges, and interiors.
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memset( seedTriangles, 0xff, sizeof( seedTriangles ) );
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memset( seedLengths, 0xff, sizeof( seedLengths ) );
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for ( i = 0; i < MAX_MATCHED_SIDES; i++ )
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{
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// find the triangle with lowest number of child strips
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for ( t = 0; t < numInputTris; t++ )
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{
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int orientation;
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int n;
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if ( s_used[t] )
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continue;
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// try the candidate triangle in three different orientations
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matchedSides = 0;
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for ( orientation = 0; orientation < 3; orientation++ )
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{
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if ( ( n = FindNextTriangleInStripOrFan( mesh, t, orientation, numInputTris, 1 ) ) != -1 )
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{
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matchedSides++;
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}
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}
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if ( matchedSides == i )
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{
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seedTriangles[i][numSeeds[i]] = t;
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numSeeds[i]++;
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if ( numSeeds[i] == MAX_SEED_TRIANGLES )
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break;
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}
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}
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}
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// we have a list of potential seed triangles, so we now go through each
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// potential candidate and look to see which produces the longest strip
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// and select our startTri based on this
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for ( i = 0; i < MAX_MATCHED_SIDES; i++ )
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{
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int j;
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for ( j = 0; j < numSeeds[i]; j++ )
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{
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for ( orientation = 0; orientation < 3; orientation++ )
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{
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int k;
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seedLengths[orientation][i][j] = StripLength( mesh, strip, seedTriangles[i][j], orientation, numInputTris, 2 );
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if ( seedLengths[orientation][i][j] > bestLength )
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{
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bestTri = seedTriangles[i][j];
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bestLength = seedLengths[orientation][i][j];
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bestOrientation = orientation;
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}
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for ( k = 0; k < numInputTris; k++ )
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{
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if ( s_used[k] == 2 )
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s_used[k] = 0;
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}
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}
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}
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if ( bestTri != -1 )
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{
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break;
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}
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}
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// build the strip for real
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if ( bestTri != -1 )
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{
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stripLen = StripLength( mesh, strip, bestTri, bestOrientation, numInputTris, 1 );
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}
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return stripLen;
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}
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/*
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** OrderMesh
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**
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** Given an input mesh and an output mesh, this routine will reorder
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** the triangles within the mesh into strips/fans.
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*/
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void OrderMesh( int input[][3], int output[][3], int numTris )
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{
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int i;
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int sumStrippedTriangles = 0;
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int strippedTriangles;
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int totalStrips = 0;
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int strip[8192][3]; // could dump directly into 'output', but
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// this helps with debugging
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memset( s_used, 0, sizeof( s_used ) );
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#if 0
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FILE *fp = fopen( "strip.txt", "wt" );
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for ( i = 0; i < numTris; i++ )
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{
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fprintf( fp, "%4d: %3d %3d %3d\n", i, input[i][0], input[i][1], input[i][2] );
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}
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fclose( fp );
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#endif
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// while there are still triangles that are not part of a strip
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while ( sumStrippedTriangles < numTris )
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{
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// build a strip
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strippedTriangles = BuildOptimizedList( input, strip, numTris );
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for ( i = 0; i < strippedTriangles; i++ )
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{
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output[sumStrippedTriangles+i][0] = strip[i][0];
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output[sumStrippedTriangles+i][1] = strip[i][1];
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output[sumStrippedTriangles+i][2] = strip[i][2];
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}
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sumStrippedTriangles += strippedTriangles;
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totalStrips++;
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}
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printf( "Triangles on surface: %d\n", sumStrippedTriangles );
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printf( "Total strips from surface: %d\n", totalStrips );
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printf( "Average strip length: %f\n", ( float ) sumStrippedTriangles / totalStrips );
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}
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