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📄 mgctrianglenetwork.cpp

📁 《3D游戏引擎设计》的源码
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#include "MgcTriangleNetwork.h"

MgcReal MgcTriangleNetwork::ms_fEpsilon = 0.00001;
MgcReal MgcTriangleNetwork::ms_fRange = 10.0;
int MgcTriangleNetwork::ms_iTSize = 75;

//----------------------------------------------------------------------------
MgcTriangleNetwork::MgcTriangleNetwork (int iVertexQuantity,
    MgcVector2* akVertex)
{
    assert( iVertexQuantity >= 3 && akVertex );

    // for edge processing
    typedef int _Index[2];
    _Index* akIndex = 0;
    int iE;

    m_bOwner = true;

    m_iVertexQuantity = iVertexQuantity;
    m_akVertex = akVertex;

    // Make a copy of the input vertices.  These will be modified.  The
    // extra three slots are required for temporary storage.
    MgcVector2* akPoint = new MgcVector2[m_iVertexQuantity+3];
    memcpy(akPoint,akVertex,m_iVertexQuantity*sizeof(MgcVector2));

    // compute the axis-aligned bounding rectangle of the vertices
    m_fXMin = akPoint[0].x;
    m_fXMax = m_fXMin;
    m_fYMin = akPoint[0].y;
    m_fYMax = m_fYMin;

    int i;
    for (i = 1; i < m_iVertexQuantity; i++)
    {
        MgcReal fValue = akPoint[i].x;
        if ( m_fXMax < fValue )
            m_fXMax = fValue;
        if ( m_fXMin > fValue )
            m_fXMin = fValue;

        fValue = akPoint[i].y;
        if ( m_fYMax < fValue )
            m_fYMax = fValue;
        if ( m_fYMin > fValue )
            m_fYMin = fValue;
    }

    m_fXRange = m_fXMax-m_fXMin;
    m_fYRange = m_fYMax-m_fYMin;

    // need to scale the data later to do a correct triangle count
    MgcReal fMaxRange = ( m_fXRange > m_fYRange ? m_fXRange : m_fYRange );
    MgcReal fMaxRangeSqr = fMaxRange*fMaxRange;

    // Tweak the points by very small random numbers to help avoid
    // cocircularities in the vertices.
    MgcReal fAmplitude = 0.5*ms_fEpsilon*fMaxRange;
    for (i = 0; i < m_iVertexQuantity; i++) 
    {
        akPoint[i].x += fAmplitude*MgcMath::SymmetricRandom();
        akPoint[i].y += fAmplitude*MgcMath::SymmetricRandom();
    }

    MgcReal aafWork[3][2] =
    {
        { 5.0*ms_fRange, -ms_fRange },
        { -ms_fRange, 5.0*ms_fRange },
        { -ms_fRange, -ms_fRange }
    };

    for (i = 0; i < 3; i++)
    {
        akPoint[m_iVertexQuantity+i].x = m_fXMin+m_fXRange*aafWork[i][0];
        akPoint[m_iVertexQuantity+i].y = m_fYMin+m_fYRange*aafWork[i][1];
    }

    int i0, i1, i2, i3, i4, i5, i6, i7, i8, i9, i11, aiII[3];
    MgcReal fTmp;

    int iTwoTSize = 2*ms_iTSize;
    int** aaiTmp = new int*[iTwoTSize+1];
    aaiTmp[0] = new int[2*(iTwoTSize+1)];
    for (i0 = 1; i0 < iTwoTSize+1; i0++)
        aaiTmp[i0] = aaiTmp[0] + 2*i0;
    i1 = 2*(m_iVertexQuantity + 2);

    int* aiID = new int[i1];
    for (i0 = 0; i0 < i1; i0++) 
        aiID[i0] = i0; 

    int** aaiA3S = new int*[i1];
    aaiA3S[0] = new int[3*i1];
    for (i0 = 1; i0 < i1; i0++)
        aaiA3S[i0] = aaiA3S[0] + 3*i0;
    aaiA3S[0][0] = m_iVertexQuantity;
    aaiA3S[0][1] = m_iVertexQuantity+1;
    aaiA3S[0][2] = m_iVertexQuantity+2;

    // circumscribed centers and radii
    MgcReal** aafCCR = new MgcReal*[i1];
    aafCCR[0] = new MgcReal[3*i1];
    for (i0 = 1; i0 < i1; i0++)
        aafCCR[i0] = aafCCR[0] + 3*i0;
    aafCCR[0][0] = 0.0;
    aafCCR[0][1] = 0.0;
    aafCCR[0][2] = MgcMath::INFINITY;

    int iTriangleQuantity = 1;  // number of triangles
    i4 = 1;

    // compute triangulation
    for (i0 = 0; i0 < m_iVertexQuantity; i0++)
    {  
        i1 = i7 = -1;
        i9 = 0;
        for (i11 = 0; i11 < iTriangleQuantity; i11++)
        {
            i1++;
            while ( aaiA3S[i1][0] < 0 ) 
                i1++;
            fTmp = aafCCR[i1][2];
            for (i2 = 0; i2 < 2; i2++)
            {  
                MgcReal fZ = akPoint[i0][i2] - aafCCR[i1][i2];
                fTmp -= fZ*fZ;
                if ( fTmp < 0.0 ) 
                    goto Corner3;
            }
            i9--;
            i4--;
            aiID[i4] = i1;
            for (i2 = 0; i2 < 3; i2++)
            {  
                aiII[0] = 0;
                if ( aiII[0] == i2 )
                    aiII[0]++;
                for (i3 = 1; i3 < 2; i3++)
                {  
                    aiII[i3] = aiII[i3-1] + 1;
                    if ( aiII[i3] == i2 )
                        aiII[i3]++;
                }
                if ( i7 > 1 )
                {  
                    i8 = i7;
                    for (i3 = 0; i3 <= i8; i3++)
                    {  
                        for (i5 = 0; i5 < 2; i5++) 
                            if ( aaiA3S[i1][aiII[i5]] != aaiTmp[i3][i5] ) 
                                goto Corner1;
                        for (i6 = 0; i6 < 2; i6++) 
                            aaiTmp[i3][i6] = aaiTmp[i8][i6];
                        i7--;
                        goto Corner2;
Corner1:;
                    }
                }
                if ( ++i7 > iTwoTSize )
                {
                    // Temporary storage exceeded.  Increase ms_iTSize and
                    // call the constructor again.
                    assert( false );
                    goto ExitDelaunay;
                }
                for (i3 = 0; i3 < 2; i3++) 
                    aaiTmp[i7][i3] = aaiA3S[i1][aiII[i3]];
Corner2:;
            }
            aaiA3S[i1][0] = -1;
Corner3:;
        }

        for (i1 = 0; i1 <= i7; i1++)
        {  
            for (i2 = 0; i2 < 2; i2++)
                for (aafWork[2][i2] = 0, i3 = 0; i3 < 2; i3++)
                {  
                    aafWork[i3][i2] = akPoint[aaiTmp[i1][i2]][i3] -
                        akPoint[i0][i3];
                    aafWork[2][i2] += 0.5*aafWork[i3][i2]*(
                        akPoint[aaiTmp[i1][i2]][i3] + akPoint[i0][i3]);
                }

            fTmp = aafWork[0][0]*aafWork[1][1] - aafWork[1][0]*aafWork[0][1];
            assert( MgcMath::Abs(fTmp) > 0.0 );
            fTmp = 1.0/fTmp;
            aafCCR[aiID[i4]][0] = (aafWork[2][0]*aafWork[1][1] -
                aafWork[2][1]*aafWork[1][0])*fTmp;
            aafCCR[aiID[i4]][1] = (aafWork[0][0]*aafWork[2][1] -
                aafWork[0][1]*aafWork[2][0])*fTmp;

            for (aafCCR[aiID[i4]][2] = 0, i2 = 0; i2 < 2; i2++) 
            {  
                MgcReal fZ = akPoint[i0][i2] - aafCCR[aiID[i4]][i2];
                aafCCR[aiID[i4]][2] += fZ*fZ;
                aaiA3S[aiID[i4]][i2] = aaiTmp[i1][i2];
            }

            aaiA3S[aiID[i4]][2] = i0;
            i4++;
            i9++;
        }
        iTriangleQuantity += i9;
    }

    // count the number of triangles
    m_iTriangleQuantity = 0;
    i0 = -1;
    for (i11 = 0; i11 < iTriangleQuantity; i11++)
    {  
        i0++;
        while ( aaiA3S[i0][0] < 0 ) 
            i0++;
        if ( aaiA3S[i0][0] < m_iVertexQuantity )
        {  
            for (i1 = 0; i1 < 2; i1++)
            {
                for (i2 = 0; i2 < 2; i2++)
                {
                    aafWork[i2][i1] = akPoint[aaiA3S[i0][i1]][i2] -
                        akPoint[aaiA3S[i0][2]][i2];

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