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- /*- PICKNODE.C --------------------------------------------------------------*
- To be able to divide the nodes down, this routine must decide which is the
- best Seg to use as a nodeline. It does this by selecting the line with least
- splits and has least difference of Segs on either side of it.
-
- Credit to Raphael Quinet and DEU, this routine is a copy of the nodeline
- picker used in DEU5beta. I am using this method because the method I
- originally used was not so good.
- *---------------------------------------------------------------------------*/
-
- struct Seg *PickNode(struct Seg *ts)
- {
- int num_splits,num_left,num_right;
- int min_splits,min_diff,val;
- struct Seg *part,*check,*best;
- int max,new,grade = 0,bestgrade = 32767,seg_count;
-
- min_splits = 32767;
- min_diff = 32767;
- best = ts; /* Set best to first (failsafe measure)*/
-
- for(part=ts;part;part = part->next) /* Use each Seg as partition*/
- {
- progress(); /* Something for the user to look at.*/
-
- psx = vertices[part->start].x; /* Calculate this here, cos it doesn't*/
- psy = vertices[part->start].y; /* change for all the interations of*/
- pex = vertices[part->end].x; /* the inner loop!*/
- pey = vertices[part->end].y;
- pdx = psx - pex; /* Partition line DX,DY*/
- pdy = psy - pey;
-
- num_splits = 0;
- num_left = 0;
- num_right = 0;
-
- seg_count = 0;
- for(check=ts;check;check=check->next) /* Check partition against all Segs*/
- {
- seg_count++;
- if(check == part) num_right++; /* If same as partition, inc right count*/
- else
- {
- lsx = vertices[check->start].x; /* Calculate this here, cos it doesn't*/
- lsy = vertices[check->start].y; /* change for all the interations of*/
- lex = vertices[check->end].x; /* the inner loop!*/
- ley = vertices[check->end].y;
- val = DoLinesIntersect(); /* get state of lines relation to each other*/
- if((val&2 && val&64) || (val&4 && val&32))
- {
- num_splits++; /* If line is split, inc splits*/
- num_left++; /* and add one line into both*/
- num_right++; /* sides*/
- }
- else
- {
- if(val&1 && val&16) /* If line is totally in same*/
- { /* direction*/
- if(check->flip == part->flip) num_right++;
- else num_left++; /* add to side according to flip*/
- }
- else /* So, now decide which side*/
- { /* the line is on*/
- if(val&34) num_left++; /* and inc the appropriate*/
- if(val&68) num_right++; /* count*/
- }
- }
- }
- /* if(num_splits > min_splits) break; /* If more splits than last, reject*/
- }
-
- if(num_right > 0 && num_left > 0) /* Make sure at least one Seg is*/
- { /* on either side of the partition*/
- max = max(num_right,num_left);
- new = (num_right + num_left) - seg_count;
- grade = max+new*8;
-
- if(grade < bestgrade)
- {
- bestgrade = grade;
- best = part; /* and remember which Seg*/
- }
- }
- }
- return best; /* all finished, return best Seg*/
- }
-
- /*---------------------------------------------------------------------------*
- Because this is used a horrendous amount of times in the inner loops, the
- coordinate of the lines are setup outside of the routine in global variables
- psx,psy,pex,pey = partition line coordinates
- lsx,lsy,lex,ley = checking line coordinates
- The routine returns 'val' which has 3 bits assigned to the the start and 3
- to the end. These allow a decent evaluation of the lines state.
- bit 0,1,2 = checking lines starting point and bits 4,5,6 = end point
- these bits mean 0,4 = point is on the same line
- 1,5 = point is to the left of the line
- 2,6 = point is to the right of the line
- There are some failsafes in here, these mainly check for small errors in the
- side checker.
- *---------------------------------------------------------------------------*/
-
- int DoLinesIntersect()
- {
- short int x,y,val = 0;
-
- long dx2,dy2,dx3,dy3,a,b,l;
-
- dx2 = psx - lsx; /* Checking line -> partition*/
- dy2 = psy - lsy;
- dx3 = psx - lex;
- dy3 = psy - ley;
-
- a = pdy*dx2 - pdx*dy2;
- b = pdy*dx3 - pdx*dy3;
-
- if((a<0 && b>0) || (a>0 && b<0)) /* Line is split, just check that*/
- {
- ComputeIntersection(&x,&y);
- dx2 = lsx - x; /* Find distance from line start*/
- dy2 = lsy - y; /* to split point*/
- if(dx2 == 0 && dy2 == 0) a = 0;
- else
- {
- l = (long)sqrt((float)((dx2*dx2)+(dy2*dy2))); /* If either ends of the split*/
- if(l < 2) a = 0; /* are smaller than 2 pixs then*/
- } /* assume this starts on part line*/
- dx3 = lex - x; /* Find distance from line end*/
- dy3 = ley - y; /* to split point*/
- if(dx3 == 0 && dy3 == 0) b = 0;
- else
- {
- l = (long)sqrt((float)((dx3*dx3)+(dy3*dy3))); /* same as start of line*/
- if(l < 2) b = 0;
- }
- }
-
- if(a == 0) val = val | 16; /* start is on middle*/
- if(a < 0) val = val | 32; /* start is on left side*/
- if(a > 0) val = val | 64; /* start is on right side*/
-
- if(b == 0) val = val | 1; /* end is on middle*/
- if(b < 0) val = val | 2; /* end is on left side*/
- if(b > 0) val = val | 4; /* end is on right side*/
-
- return val;
- }
-
- /*---------------------------------------------------------------------------*
- Calculate the point of intersection of two lines. ps?->pe? & ls?->le?
- returns int xcoord, int ycoord
- *---------------------------------------------------------------------------*/
-
- void ComputeIntersection(short int *outx,short int *outy)
- {
- double a,b,a2,b2,l,l2,w,d,z;
-
- long dx,dy,dx2,dy2;
-
- dx = pex - psx;
- dy = pey - psy;
- dx2 = lex - lsx;
- dy2 = ley - lsy;
-
- if(dx == 0 && dy == 0) ProgError("Trouble in ComputeIntersection dx,dy");
- l = (long)sqrt((float)((dx*dx) + (dy*dy)));
- if(dx2 == 0 && dy2 == 0) ProgError("Trouble in ComputeIntersection dx2,dy2");
- l2 = (long)sqrt((float)((dx2*dx2) + (dy2*dy2)));
-
- a = dx / l;
- b = dy / l;
- a2 = dx2 / l2;
- b2 = dy2 / l2;
- d = b * a2 - a * b2;
- w = lsx;
- z = lsy;
- if(d != 0.0)
- {
- w = (((a*(lsy-psy))+(b*(psx-lsx))) / d);
-
- /* printf("Intersection at (%f,%f)\n",x2+(a2*w),y2+(b2*w));*/
-
- a = lsx+(a2*w);
- b = lsy+(b2*w);
- modf((float)(a)+ ((a<0)?-0.5:0.5) ,&w);
- modf((float)(b)+ ((b<0)?-0.5:0.5) ,&z);
- }
-
- *outx = w;
- *outy = z;
- }
-
- /*--------------------------------------------------------------------------*/
-
-