add triangle jni source
This commit is contained in:
197
jni/TriangleJni.c
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197
jni/TriangleJni.c
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#include <jni.h>
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#include <android/log.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "triangle.h"
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static void mylog(const char *msg)
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{
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__android_log_write(ANDROID_LOG_INFO,"triangle", msg);
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}
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//#define TESTING
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typedef struct triangulateio TriangleIO;
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jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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jobject point_buf,
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jint num_rings,
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jobject indice_buf,
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jint offset)
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{
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TriangleIO in, out;
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jfloat* points = (jfloat*)(*env)->GetDirectBufferAddress(env, point_buf);
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jshort* indices = (jshort*)(*env)->GetDirectBufferAddress(env, indice_buf);
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char buf[128];
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int i, j;
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memset(&in, 0, sizeof(TriangleIO));
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int num_points = (indices[0])>>1;
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in.numberofpoints = num_points;
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in.pointlist = (float *) points;
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#ifdef TESTING
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for (i = 0; i < num_points; i++) {
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snprintf(buf, 128, "point: %f, %f\n", points[i*2], points[i*2+1]);
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mylog(buf);
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}
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#endif
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int num_segments = num_points;
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in.segmentlist = (int *) malloc(num_segments * 2 * sizeof(int));
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in.numberofsegments = num_segments;
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in.numberofholes = num_rings - 1;
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int *rings = NULL;
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if (in.numberofholes > 0)
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{
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in.holelist = (float *) malloc(in.numberofholes * 2 * sizeof(float));
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rings = (int*) malloc(num_rings * sizeof(int));
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}
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int n = 0;
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int h = 0;
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int ring;
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int point;
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// assign all points to segments for each ring
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for (ring = 0, point = 0; ring < num_rings; ring++, point++)
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{
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int len;
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int num_points = indices[ring+1] >> 1;
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if (rings)
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rings[ring] = num_points;
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// add holes, fixme: works only for convex
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// if ring is clockwise one could take the center of
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// the first 'triangle' of a convex arc?
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if (ring > 0)
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{
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int k;
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float cx = 0;
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float cy = 0;
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for (k = point, len = k + num_points; k < len; k++)
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{
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cx += in.pointlist[k*2];
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cy += in.pointlist[k*2+1];
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}
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in.holelist[h++] = cx / num_points;
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in.holelist[h++] = cy / num_points;
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}
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in.segmentlist[n++] = point + (num_points - 1);
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in.segmentlist[n++] = point;
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for (len = point + num_points - 1; point < len; point++)
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{
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in.segmentlist[n++] = point;
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in.segmentlist[n++] = point + 1;
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}
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}
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#ifdef TESTING
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for (i = 0; i < in.numberofsegments; i++)
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{
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snprintf(buf, 128, "segment: %d, %d\n",
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in.segmentlist[i*2], in.segmentlist[i*2+1]);
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mylog(buf);
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}
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for (i = 0; i < in.numberofholes; i++)
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{
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snprintf(buf, 128, "hole: %f, %f\n",
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in.holelist[i*2], in.holelist[i*2+1]);
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mylog(buf);
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}
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#endif
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memset(&out, 0, sizeof(TriangleIO));
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out.trianglelist = (INDICE*) indices;
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triangulate("pzPNBQ", &in, &out, (TriangleIO *) NULL);
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//if (offset || stride)
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//{
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// if (stride <= 0)
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// stride = 1;
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#ifdef TESTING
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snprintf(buf, 128, "triangles: %d\n", out.numberoftriangles);
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mylog(buf);
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for (i = 0; i < out.numberoftriangles; i++)
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{
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snprintf(buf, 128, "> %d, %d, %d\n",out.trianglelist[i*3],
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out.trianglelist[i*3+1],
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out.trianglelist[i*3+2]);
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mylog(buf);
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}
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#endif
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// ----------- fix addresses to vertex buffer indices -------------
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// scale to stride
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short stride = 2;
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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out.trianglelist[i] *= stride;
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// correct offsetting is tricky (and probably not a general case):
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// when a ring has an odd number of points one (or rather two)
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// additional vertices will be added. so the following rings
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// needs extra offset...
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if (offset < 0)
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offset = 0;
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short off = offset;
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int add = 0;
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int start = 0;
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int m;
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for (j = 0, m = in.numberofholes; j < m; j++)
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{
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start += rings[j] * stride;
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if (rings[j] % 2 == 0)
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continue;
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#ifdef TESTING
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snprintf(buf, 128, "add offset: %d\n", start);
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mylog(buf);
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#endif
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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if (out.trianglelist[i] >= start)
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out.trianglelist[i] += stride;
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start += stride;
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#ifdef TESTING
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for (i = 0; i < out.numberoftriangles; i++)
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{
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snprintf(buf, 128, "> %d, %d, %d\n",out.trianglelist[i*3],
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out.trianglelist[i*3+1],
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out.trianglelist[i*3+2]);
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mylog(buf);
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}
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#endif
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}
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// flip direction and add offset
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for (i = 0, n = out.numberoftriangles * 3; i < n; i += 3)
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{
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out.trianglelist[i+0] = out.trianglelist[i+0] + offset;
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unsigned short tmp = out.trianglelist[i+1];
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out.trianglelist[i+1] = out.trianglelist[i+2] + offset;
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out.trianglelist[i+2] = tmp + offset;
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}
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free(in.segmentlist);
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free(in.holelist);
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free(rings);
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return out.numberoftriangles;
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}
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