| /* |
| ** License Applicability. Except to the extent portions of this file are |
| ** made subject to an alternative license as permitted in the SGI Free |
| ** Software License B, Version 1.1 (the "License"), the contents of this |
| ** file are subject only to the provisions of the License. You may not use |
| ** this file except in compliance with the License. You may obtain a copy |
| ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 |
| ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: |
| ** |
| ** http://oss.sgi.com/projects/FreeB |
| ** |
| ** Note that, as provided in the License, the Software is distributed on an |
| ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS |
| ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND |
| ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A |
| ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. |
| ** |
| ** Original Code. The Original Code is: OpenGL Sample Implementation, |
| ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, |
| ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. |
| ** Copyright in any portions created by third parties is as indicated |
| ** elsewhere herein. All Rights Reserved. |
| ** |
| ** Additional Notice Provisions: The application programming interfaces |
| ** established by SGI in conjunction with the Original Code are The |
| ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released |
| ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version |
| ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X |
| ** Window System(R) (Version 1.3), released October 19, 1998. This software |
| ** was created using the OpenGL(R) version 1.2.1 Sample Implementation |
| ** published by SGI, but has not been independently verified as being |
| ** compliant with the OpenGL(R) version 1.2.1 Specification. |
| ** |
| */ |
| /* |
| ** Author: Eric Veach, July 1994. |
| ** |
| ** $Date$ $Revision$ |
| ** $Header: //depot/main/gfx/lib/glu/libtess/tessmono.c#5 $ |
| */ |
| |
| #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; |
| } |