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IABSD.fr/xenocara/lib/libGLU/src/libtess/tessmono.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/tessmono.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 <stdlib.h>
    #include "geom.h"
    #include "mesh.h"
    #include "tessmono.h"
    #include <assert.h>
    
    #define AddWinding(eDst,eSrc)	(eDst->winding += eSrc->winding, \
    				 eDst->Sym->winding += eSrc->Sym->winding)
    
    /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
     * (what else would it do??)  The region must consist of a single
     * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
     * case means that any vertical line intersects the interior of the
     * region in a single interval.  
     *
     * Tessellation consists of adding interior edges (actually pairs of
     * half-edges), to split the region into non-overlapping triangles.
     *
     * The basic idea is explained in Preparata and Shamos (which I don''t
     * have handy right now), although their implementation is more
     * complicated than this one.  The are two edge chains, an upper chain
     * and a lower chain.  We process all vertices from both chains in order,
     * from right to left.
     *
     * The algorithm ensures that the following invariant holds after each
     * vertex is processed: the untessellated region consists of two
     * chains, where one chain (say the upper) is a single edge, and
     * the other chain is concave.  The left vertex of the single edge
     * is always to the left of all vertices in the concave chain.
     *
     * Each step consists of adding the rightmost unprocessed vertex to one
     * of the two chains, and forming a fan of triangles from the rightmost
     * of two chain endpoints.  Determining whether we can add each triangle
     * to the fan is a simple orientation test.  By making the fan as large
     * as possible, we restore the invariant (check it yourself).
     */
    int __gl_meshTessellateMonoRegion( GLUface *face )
    {
      GLUhalfEdge *up, *lo;
    
      /* All edges are oriented CCW around the boundary of the region.
       * First, find the half-edge whose origin vertex is rightmost.
       * Since the sweep goes from left to right, face->anEdge should
       * be close to the edge we want.
       */
      up = face->anEdge;
      assert( up->Lnext != up && up->Lnext->Lnext != up );
    
      for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
        ;
      for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
        ;
      lo = up->Lprev;
    
      while( up->Lnext != lo ) {
        if( VertLeq( up->Dst, lo->Org )) {
          /* up->Dst is on the left.  It is safe to form triangles from lo->Org.
           * The EdgeGoesLeft test guarantees progress even when some triangles
           * are CW, given that the upper and lower chains are truly monotone.
           */
          while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
    	     || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
    	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
    	if (tempHalfEdge == NULL) return 0;
    	lo = tempHalfEdge->Sym;
          }
          lo = lo->Lprev;
        } else {
          /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
          while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
    	     || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
    	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
    	if (tempHalfEdge == NULL) return 0;
    	up = tempHalfEdge->Sym;
          }
          up = up->Lnext;
        }
      }
    
      /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
       * can be tessellated in a fan from this leftmost vertex.
       */
      assert( lo->Lnext != up );
      while( lo->Lnext->Lnext != up ) {
        GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
        if (tempHalfEdge == NULL) return 0;
        lo = tempHalfEdge->Sym;
      }
    
      return 1;
    }
    
    
    /* __gl_meshTessellateInterior( mesh ) tessellates each region of
     * the mesh which is marked "inside" the polygon.  Each such region
     * must be monotone.
     */
    int __gl_meshTessellateInterior( GLUmesh *mesh )
    {
      GLUface *f, *next;
    
      /*LINTED*/
      for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
        /* Make sure we don''t try to tessellate the new triangles. */
        next = f->next;
        if( f->inside ) {
          if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
        }
      }
    
      return 1;
    }
    
    
    /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
     * which are not marked "inside" the polygon.  Since further mesh operations
     * on NULL faces are not allowed, the main purpose is to clean up the
     * mesh so that exterior loops are not represented in the data structure.
     */
    void __gl_meshDiscardExterior( GLUmesh *mesh )
    {
      GLUface *f, *next;
    
      /*LINTED*/
      for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
        /* Since f will be destroyed, save its next pointer. */
        next = f->next;
        if( ! f->inside ) {
          __gl_meshZapFace( f );
        }
      }
    }
    
    #define MARKED_FOR_DELETION	0x7fffffff
    
    /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
     * winding numbers on all edges so that regions marked "inside" the
     * polygon have a winding number of "value", and regions outside
     * have a winding number of 0.
     *
     * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
     * separate an interior region from an exterior one.
     */
    int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
    			        GLboolean keepOnlyBoundary )
    {
      GLUhalfEdge *e, *eNext;
    
      for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
        eNext = e->next;
        if( e->Rface->inside != e->Lface->inside ) {
    
          /* This is a boundary edge (one side is interior, one is exterior). */
          e->winding = (e->Lface->inside) ? value : -value;
        } else {
    
          /* Both regions are interior, or both are exterior. */
          if( ! keepOnlyBoundary ) {
    	e->winding = 0;
          } else {
    	if ( !__gl_meshDelete( e ) ) return 0;
          }
        }
      }
      return 1;
    }