vtm/jni/TriangleJni.c
2013-10-09 01:52:19 +02:00

198 lines
4.5 KiB
C

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