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IABSD.fr/xenocara/lib/libGLU/src/libtess/geom.c

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  • Author : jsg
    Date : 2013-09-01 03:51:12
    Hash : 729f7da4
    Message : Update to GLU 9.0.0, GLU was previously part of Mesa but is now seperate. tested in a ports bulk build by landry@, ok matthieu@

  • lib/libGLU/src/libtess/geom.c
  • /*
     * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
     * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
     *
     * Permission is hereby granted, free of charge, to any person obtaining a
     * copy of this software and associated documentation files (the "Software"),
     * to deal in the Software without restriction, including without limitation
     * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     * and/or sell copies of the Software, and to permit persons to whom the
     * Software is furnished to do so, subject to the following conditions:
     *
     * The above copyright notice including the dates of first publication and
     * either this permission notice or a reference to
     * http://oss.sgi.com/projects/FreeB/
     * shall be included in all copies or substantial portions of the Software.
     *
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
     * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
     * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     * SOFTWARE.
     *
     * Except as contained in this notice, the name of Silicon Graphics, Inc.
     * shall not be used in advertising or otherwise to promote the sale, use or
     * other dealings in this Software without prior written authorization from
     * Silicon Graphics, Inc.
     */
    /*
    ** Author: Eric Veach, July 1994.
    **
    */
    
    #include "gluos.h"
    #include <assert.h>
    #include "mesh.h"
    #include "geom.h"
    
    int __gl_vertLeq( GLUvertex *u, GLUvertex *v )
    {
      /* Returns TRUE if u is lexicographically <= v. */
    
      return VertLeq( u, v );
    }
    
    GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
    {
      /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
       * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
       * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
       * If uw is vertical (and thus passes thru v), the result is zero.
       *
       * The calculation is extremely accurate and stable, even when v
       * is very close to u or w.  In particular if we set v->t = 0 and
       * let r be the negated result (this evaluates (uw)(v->s)), then
       * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
       */
      GLdouble gapL, gapR;
    
      assert( VertLeq( u, v ) && VertLeq( v, w ));
      
      gapL = v->s - u->s;
      gapR = w->s - v->s;
    
      if( gapL + gapR > 0 ) {
        if( gapL < gapR ) {
          return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
        } else {
          return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
        }
      }
      /* vertical line */
      return 0;
    }
    
    GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
    {
      /* Returns a number whose sign matches EdgeEval(u,v,w) but which
       * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
       * as v is above, on, or below the edge uw.
       */
      GLdouble gapL, gapR;
    
      assert( VertLeq( u, v ) && VertLeq( v, w ));
      
      gapL = v->s - u->s;
      gapR = w->s - v->s;
    
      if( gapL + gapR > 0 ) {
        return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
      }
      /* vertical line */
      return 0;
    }
    
    
    /***********************************************************************
     * Define versions of EdgeSign, EdgeEval with s and t transposed.
     */
    
    GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
    {
      /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
       * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
       * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
       * If uw is vertical (and thus passes thru v), the result is zero.
       *
       * The calculation is extremely accurate and stable, even when v
       * is very close to u or w.  In particular if we set v->s = 0 and
       * let r be the negated result (this evaluates (uw)(v->t)), then
       * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
       */
      GLdouble gapL, gapR;
    
      assert( TransLeq( u, v ) && TransLeq( v, w ));
      
      gapL = v->t - u->t;
      gapR = w->t - v->t;
    
      if( gapL + gapR > 0 ) {
        if( gapL < gapR ) {
          return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
        } else {
          return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
        }
      }
      /* vertical line */
      return 0;
    }
    
    GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
    {
      /* Returns a number whose sign matches TransEval(u,v,w) but which
       * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
       * as v is above, on, or below the edge uw.
       */
      GLdouble gapL, gapR;
    
      assert( TransLeq( u, v ) && TransLeq( v, w ));
      
      gapL = v->t - u->t;
      gapR = w->t - v->t;
    
      if( gapL + gapR > 0 ) {
        return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
      }
      /* vertical line */
      return 0;
    }
    
    
    int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w )
    {
      /* For almost-degenerate situations, the results are not reliable.
       * Unless the floating-point arithmetic can be performed without
       * rounding errors, *any* implementation will give incorrect results
       * on some degenerate inputs, so the client must have some way to
       * handle this situation.
       */
      return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
    }
    
    /* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
     * or (x+y)/2 if a==b==0.  It requires that a,b >= 0, and enforces
     * this in the rare case that one argument is slightly negative.
     * The implementation is extremely stable numerically.
     * In particular it guarantees that the result r satisfies
     * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
     * even when a and b differ greatly in magnitude.
     */
    #define RealInterpolate(a,x,b,y)			\
      (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b,		\
      ((a <= b) ? ((b == 0) ? ((x+y) / 2)			\
                            : (x + (y-x) * (a/(a+b))))	\
                : (y + (x-y) * (b/(a+b)))))
    
    #ifndef FOR_TRITE_TEST_PROGRAM
    #define Interpolate(a,x,b,y)	RealInterpolate(a,x,b,y)
    #else
    
    /* Claim: the ONLY property the sweep algorithm relies on is that
     * MIN(x,y) <= r <= MAX(x,y).  This is a nasty way to test that.
     */
    #include <stdlib.h>
    extern int RandomInterpolate;
    
    GLdouble Interpolate( GLdouble a, GLdouble x, GLdouble b, GLdouble y)
    {
    printf("*********************%d\n",RandomInterpolate);
      if( RandomInterpolate ) {
        a = 1.2 * drand48() - 0.1;
        a = (a < 0) ? 0 : ((a > 1) ? 1 : a);
        b = 1.0 - a;
      }
      return RealInterpolate(a,x,b,y);
    }
    
    #endif
    
    #define Swap(a,b)	do { GLUvertex *t = a; a = b; b = t; } while (0)
    
    void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
    			 GLUvertex *o2, GLUvertex *d2,
    			 GLUvertex *v )
    /* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
     * The computed point is guaranteed to lie in the intersection of the
     * bounding rectangles defined by each edge.
     */
    {
      GLdouble z1, z2;
    
      /* This is certainly not the most efficient way to find the intersection
       * of two line segments, but it is very numerically stable.
       *
       * Strategy: find the two middle vertices in the VertLeq ordering,
       * and interpolate the intersection s-value from these.  Then repeat
       * using the TransLeq ordering to find the intersection t-value.
       */
    
      if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
      if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
      if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
    
      if( ! VertLeq( o2, d1 )) {
        /* Technically, no intersection -- do our best */
        v->s = (o2->s + d1->s) / 2;
      } else if( VertLeq( d1, d2 )) {
        /* Interpolate between o2 and d1 */
        z1 = EdgeEval( o1, o2, d1 );
        z2 = EdgeEval( o2, d1, d2 );
        if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
        v->s = Interpolate( z1, o2->s, z2, d1->s );
      } else {
        /* Interpolate between o2 and d2 */
        z1 = EdgeSign( o1, o2, d1 );
        z2 = -EdgeSign( o1, d2, d1 );
        if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
        v->s = Interpolate( z1, o2->s, z2, d2->s );
      }
    
      /* Now repeat the process for t */
    
      if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
      if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
      if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
    
      if( ! TransLeq( o2, d1 )) {
        /* Technically, no intersection -- do our best */
        v->t = (o2->t + d1->t) / 2;
      } else if( TransLeq( d1, d2 )) {
        /* Interpolate between o2 and d1 */
        z1 = TransEval( o1, o2, d1 );
        z2 = TransEval( o2, d1, d2 );
        if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
        v->t = Interpolate( z1, o2->t, z2, d1->t );
      } else {
        /* Interpolate between o2 and d2 */
        z1 = TransSign( o1, o2, d1 );
        z2 = -TransSign( o1, d2, d1 );
        if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
        v->t = Interpolate( z1, o2->t, z2, d2->t );
      }
    }