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IABSD.fr/xenocara/lib/libGLU/src/libtess/mesh.h

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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/mesh.h
  • /*
     * 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.
    **
    */
    
    #ifndef __mesh_h_
    #define __mesh_h_
    
    #include <GL/glu.h>
    
    typedef struct GLUmesh GLUmesh; 
    
    typedef struct GLUvertex GLUvertex;
    typedef struct GLUface GLUface;
    typedef struct GLUhalfEdge GLUhalfEdge;
    
    typedef struct ActiveRegion ActiveRegion;	/* Internal data */
    
    /* The mesh structure is similar in spirit, notation, and operations
     * to the "quad-edge" structure (see L. Guibas and J. Stolfi, Primitives
     * for the manipulation of general subdivisions and the computation of
     * Voronoi diagrams, ACM Transactions on Graphics, 4(2):74-123, April 1985).
     * For a simplified description, see the course notes for CS348a,
     * "Mathematical Foundations of Computer Graphics", available at the
     * Stanford bookstore (and taught during the fall quarter).
     * The implementation also borrows a tiny subset of the graph-based approach
     * use in Mantyla's Geometric Work Bench (see M. Mantyla, An Introduction
     * to Sold Modeling, Computer Science Press, Rockville, Maryland, 1988).
     *
     * The fundamental data structure is the "half-edge".  Two half-edges
     * go together to make an edge, but they point in opposite directions.
     * Each half-edge has a pointer to its mate (the "symmetric" half-edge Sym),
     * its origin vertex (Org), the face on its left side (Lface), and the
     * adjacent half-edges in the CCW direction around the origin vertex
     * (Onext) and around the left face (Lnext).  There is also a "next"
     * pointer for the global edge list (see below).
     *
     * The notation used for mesh navigation:
     *	Sym   = the mate of a half-edge (same edge, but opposite direction)
     *	Onext = edge CCW around origin vertex (keep same origin)
     *	Dnext = edge CCW around destination vertex (keep same dest)
     *	Lnext = edge CCW around left face (dest becomes new origin)
     *	Rnext = edge CCW around right face (origin becomes new dest)
     *
     * "prev" means to substitute CW for CCW in the definitions above.
     *
     * The mesh keeps global lists of all vertices, faces, and edges,
     * stored as doubly-linked circular lists with a dummy header node.
     * The mesh stores pointers to these dummy headers (vHead, fHead, eHead).
     *
     * The circular edge list is special; since half-edges always occur
     * in pairs (e and e->Sym), each half-edge stores a pointer in only
     * one direction.  Starting at eHead and following the e->next pointers
     * will visit each *edge* once (ie. e or e->Sym, but not both).
     * e->Sym stores a pointer in the opposite direction, thus it is
     * always true that e->Sym->next->Sym->next == e.
     *
     * Each vertex has a pointer to next and previous vertices in the
     * circular list, and a pointer to a half-edge with this vertex as
     * the origin (NULL if this is the dummy header).  There is also a
     * field "data" for client data.
     *
     * Each face has a pointer to the next and previous faces in the
     * circular list, and a pointer to a half-edge with this face as
     * the left face (NULL if this is the dummy header).  There is also
     * a field "data" for client data.
     *
     * Note that what we call a "face" is really a loop; faces may consist
     * of more than one loop (ie. not simply connected), but there is no
     * record of this in the data structure.  The mesh may consist of
     * several disconnected regions, so it may not be possible to visit
     * the entire mesh by starting at a half-edge and traversing the edge
     * structure.
     *
     * The mesh does NOT support isolated vertices; a vertex is deleted along
     * with its last edge.  Similarly when two faces are merged, one of the
     * faces is deleted (see __gl_meshDelete below).  For mesh operations,
     * all face (loop) and vertex pointers must not be NULL.  However, once
     * mesh manipulation is finished, __gl_MeshZapFace can be used to delete
     * faces of the mesh, one at a time.  All external faces can be "zapped"
     * before the mesh is returned to the client; then a NULL face indicates
     * a region which is not part of the output polygon.
     */
    
    struct GLUvertex {
      GLUvertex	*next;		/* next vertex (never NULL) */
      GLUvertex	*prev;		/* previous vertex (never NULL) */
      GLUhalfEdge	*anEdge;	/* a half-edge with this origin */
      void		*data;		/* client's data */
    
      /* Internal data (keep hidden) */
      GLdouble	coords[3];	/* vertex location in 3D */
      GLdouble	s, t;		/* projection onto the sweep plane */
      long		pqHandle;	/* to allow deletion from priority queue */
    };
    
    struct GLUface {
      GLUface	*next;		/* next face (never NULL) */
      GLUface	*prev;		/* previous face (never NULL) */
      GLUhalfEdge	*anEdge;	/* a half edge with this left face */
      void		*data;		/* room for client's data */
    
      /* Internal data (keep hidden) */
      GLUface	*trail;		/* "stack" for conversion to strips */
      GLboolean	marked;		/* flag for conversion to strips */
      GLboolean	inside;		/* this face is in the polygon interior */
    };
    
    struct GLUhalfEdge {
      GLUhalfEdge	*next;		/* doubly-linked list (prev==Sym->next) */
      GLUhalfEdge	*Sym;		/* same edge, opposite direction */
      GLUhalfEdge	*Onext;		/* next edge CCW around origin */
      GLUhalfEdge	*Lnext;		/* next edge CCW around left face */
      GLUvertex	*Org;		/* origin vertex (Overtex too long) */
      GLUface	*Lface;		/* left face */
    
      /* Internal data (keep hidden) */
      ActiveRegion	*activeRegion;	/* a region with this upper edge (sweep.c) */
      int		winding;	/* change in winding number when crossing
                                       from the right face to the left face */
    };
    
    #define	Rface	Sym->Lface
    #define Dst	Sym->Org
    
    #define Oprev	Sym->Lnext
    #define Lprev   Onext->Sym
    #define Dprev	Lnext->Sym
    #define Rprev	Sym->Onext
    #define Dnext	Rprev->Sym	/* 3 pointers */
    #define Rnext	Oprev->Sym	/* 3 pointers */
    
    
    struct GLUmesh {
      GLUvertex	vHead;		/* dummy header for vertex list */
      GLUface	fHead;		/* dummy header for face list */
      GLUhalfEdge	eHead;		/* dummy header for edge list */
      GLUhalfEdge	eHeadSym;	/* and its symmetric counterpart */
    };
    
    /* The mesh operations below have three motivations: completeness,
     * convenience, and efficiency.  The basic mesh operations are MakeEdge,
     * Splice, and Delete.  All the other edge operations can be implemented
     * in terms of these.  The other operations are provided for convenience
     * and/or efficiency.
     *
     * When a face is split or a vertex is added, they are inserted into the
     * global list *before* the existing vertex or face (ie. e->Org or e->Lface).
     * This makes it easier to process all vertices or faces in the global lists
     * without worrying about processing the same data twice.  As a convenience,
     * when a face is split, the "inside" flag is copied from the old face.
     * Other internal data (v->data, v->activeRegion, f->data, f->marked,
     * f->trail, e->winding) is set to zero.
     *
     * ********************** Basic Edge Operations **************************
     *
     * __gl_meshMakeEdge( mesh ) creates one edge, two vertices, and a loop.
     * The loop (face) consists of the two new half-edges.
     *
     * __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
     * mesh connectivity and topology.  It changes the mesh so that
     *	eOrg->Onext <- OLD( eDst->Onext )
     *	eDst->Onext <- OLD( eOrg->Onext )
     * where OLD(...) means the value before the meshSplice operation.
     *
     * This can have two effects on the vertex structure:
     *  - if eOrg->Org != eDst->Org, the two vertices are merged together
     *  - if eOrg->Org == eDst->Org, the origin is split into two vertices
     * In both cases, eDst->Org is changed and eOrg->Org is untouched.
     *
     * Similarly (and independently) for the face structure,
     *  - if eOrg->Lface == eDst->Lface, one loop is split into two
     *  - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
     * In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
     *
     * __gl_meshDelete( eDel ) removes the edge eDel.  There are several cases:
     * if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
     * eDel->Lface is deleted.  Otherwise, we are splitting one loop into two;
     * the newly created loop will contain eDel->Dst.  If the deletion of eDel
     * would create isolated vertices, those are deleted as well.
     *
     * ********************** Other Edge Operations **************************
     *
     * __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
     * eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
     * eOrg and eNew will have the same left face.
     *
     * __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
     * such that eNew == eOrg->Lnext.  The new vertex is eOrg->Dst == eNew->Org.
     * eOrg and eNew will have the same left face.
     *
     * __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
     * to eDst->Org, and returns the corresponding half-edge eNew.
     * If eOrg->Lface == eDst->Lface, this splits one loop into two,
     * and the newly created loop is eNew->Lface.  Otherwise, two disjoint
     * loops are merged into one, and the loop eDst->Lface is destroyed.
     *
     * ************************ Other Operations *****************************
     *
     * __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
     * and no loops (what we usually call a "face").
     *
     * __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
     * both meshes, and returns the new mesh (the old meshes are destroyed).
     *
     * __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
     *
     * __gl_meshZapFace( fZap ) destroys a face and removes it from the
     * global face list.  All edges of fZap will have a NULL pointer as their
     * left face.  Any edges which also have a NULL pointer as their right face
     * are deleted entirely (along with any isolated vertices this produces).
     * An entire mesh can be deleted by zapping its faces, one at a time,
     * in any order.  Zapped faces cannot be used in further mesh operations!
     *
     * __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
     */
    
    GLUhalfEdge	*__gl_meshMakeEdge( GLUmesh *mesh );
    int		__gl_meshSplice( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
    int		__gl_meshDelete( GLUhalfEdge *eDel );
    
    GLUhalfEdge	*__gl_meshAddEdgeVertex( GLUhalfEdge *eOrg );
    GLUhalfEdge	*__gl_meshSplitEdge( GLUhalfEdge *eOrg );
    GLUhalfEdge	*__gl_meshConnect( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
    
    GLUmesh		*__gl_meshNewMesh( void );
    GLUmesh		*__gl_meshUnion( GLUmesh *mesh1, GLUmesh *mesh2 );
    void		__gl_meshDeleteMesh( GLUmesh *mesh );
    void		__gl_meshZapFace( GLUface *fZap );
    
    #ifdef NDEBUG
    #define		__gl_meshCheckMesh( mesh )
    #else
    void		__gl_meshCheckMesh( GLUmesh *mesh );
    #endif
    
    #endif