source: trunk/src/opengl/glu/tess/tessmono.c

Last change on this file was 2689, checked in by jeroen, 26 years ago

* empty log message *

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1/* $Id: tessmono.c,v 1.1 2000-02-09 08:47:38 jeroen Exp $ */
2/*
3** License Applicability. Except to the extent portions of this file are
4** made subject to an alternative license as permitted in the SGI Free
5** Software License B, Version 1.0 (the "License"), the contents of this
6** file are subject only to the provisions of the License. You may not use
7** this file except in compliance with the License. You may obtain a copy
8** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
9** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
10**
11** http://oss.sgi.com/projects/FreeB
12**
13** Note that, as provided in the License, the Software is distributed on an
14** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
15** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
16** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
17** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
18**
19** Original Code. The Original Code is: OpenGL Sample Implementation,
20** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
21** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
22** Copyright in any portions created by third parties is as indicated
23** elsewhere herein. All Rights Reserved.
24**
25** Additional Notice Provisions: The application programming interfaces
26** established by SGI in conjunction with the Original Code are The
27** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
28** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
29** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
30** Window System(R) (Version 1.3), released October 19, 1998. This software
31** was created using the OpenGL(R) version 1.2.1 Sample Implementation
32** published by SGI, but has not been independently verified as being
33** compliant with the OpenGL(R) version 1.2.1 Specification.
34**
35*/
36/*
37** Author: Eric Veach, July 1994.
38**
39** $Date: 2000-02-09 08:47:38 $ $Revision: 1.1 $
40** $Header: /home/ktk/tmp/odin/2007/netlabs.cvs/odin32/src/opengl/glu/tess/tessmono.c,v 1.1 2000-02-09 08:47:38 jeroen Exp $
41*/
42
43#include "gluos.h"
44#include <stdlib.h>
45#include "geom.h"
46#include "mesh.h"
47#include "tessmono.h"
48#include <assert.h>
49
50#define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
51 eDst->Sym->winding += eSrc->Sym->winding)
52
53/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
54 * (what else would it do??) The region must consist of a single
55 * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
56 * case means that any vertical line intersects the interior of the
57 * region in a single interval.
58 *
59 * Tessellation consists of adding interior edges (actually pairs of
60 * half-edges), to split the region into non-overlapping triangles.
61 *
62 * The basic idea is explained in Preparata and Shamos (which I don''t
63 * have handy right now), although their implementation is more
64 * complicated than this one. The are two edge chains, an upper chain
65 * and a lower chain. We process all vertices from both chains in order,
66 * from right to left.
67 *
68 * The algorithm ensures that the following invariant holds after each
69 * vertex is processed: the untessellated region consists of two
70 * chains, where one chain (say the upper) is a single edge, and
71 * the other chain is concave. The left vertex of the single edge
72 * is always to the left of all vertices in the concave chain.
73 *
74 * Each step consists of adding the rightmost unprocessed vertex to one
75 * of the two chains, and forming a fan of triangles from the rightmost
76 * of two chain endpoints. Determining whether we can add each triangle
77 * to the fan is a simple orientation test. By making the fan as large
78 * as possible, we restore the invariant (check it yourself).
79 */
80int __gl_meshTessellateMonoRegion( GLUface *face )
81{
82 GLUhalfEdge *up, *lo;
83
84 /* All edges are oriented CCW around the boundary of the region.
85 * First, find the half-edge whose origin vertex is rightmost.
86 * Since the sweep goes from left to right, face->anEdge should
87 * be close to the edge we want.
88 */
89 up = face->anEdge;
90 assert( up->Lnext != up && up->Lnext->Lnext != up );
91
92 for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
93 ;
94 for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
95 ;
96 lo = up->Lprev;
97
98 while( up->Lnext != lo ) {
99 if( VertLeq( up->Dst, lo->Org )) {
100 /* up->Dst is on the left. It is safe to form triangles from lo->Org.
101 * The EdgeGoesLeft test guarantees progress even when some triangles
102 * are CW, given that the upper and lower chains are truly monotone.
103 */
104 while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
105 || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
106 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
107 if (tempHalfEdge == NULL) return 0;
108 lo = tempHalfEdge->Sym;
109 }
110 lo = lo->Lprev;
111 } else {
112 /* lo->Org is on the left. We can make CCW triangles from up->Dst. */
113 while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
114 || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
115 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
116 if (tempHalfEdge == NULL) return 0;
117 up = tempHalfEdge->Sym;
118 }
119 up = up->Lnext;
120 }
121 }
122
123 /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
124 * can be tessellated in a fan from this leftmost vertex.
125 */
126 assert( lo->Lnext != up );
127 while( lo->Lnext->Lnext != up ) {
128 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
129 if (tempHalfEdge == NULL) return 0;
130 lo = tempHalfEdge->Sym;
131 }
132
133 return 1;
134}
135
136
137/* __gl_meshTessellateInterior( mesh ) tessellates each region of
138 * the mesh which is marked "inside" the polygon. Each such region
139 * must be monotone.
140 */
141int __gl_meshTessellateInterior( GLUmesh *mesh )
142{
143 GLUface *f, *next;
144
145 /*LINTED*/
146 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
147 /* Make sure we don''t try to tessellate the new triangles. */
148 next = f->next;
149 if( f->inside ) {
150 if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
151 }
152 }
153
154 return 1;
155}
156
157
158/* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
159 * which are not marked "inside" the polygon. Since further mesh operations
160 * on NULL faces are not allowed, the main purpose is to clean up the
161 * mesh so that exterior loops are not represented in the data structure.
162 */
163void __gl_meshDiscardExterior( GLUmesh *mesh )
164{
165 GLUface *f, *next;
166
167 /*LINTED*/
168 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
169 /* Since f will be destroyed, save its next pointer. */
170 next = f->next;
171 if( ! f->inside ) {
172 __gl_meshZapFace( f );
173 }
174 }
175}
176
177#define MARKED_FOR_DELETION 0x7fffffff
178
179/* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
180 * winding numbers on all edges so that regions marked "inside" the
181 * polygon have a winding number of "value", and regions outside
182 * have a winding number of 0.
183 *
184 * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
185 * separate an interior region from an exterior one.
186 */
187int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
188 GLboolean keepOnlyBoundary )
189{
190 GLUhalfEdge *e, *eNext;
191
192 for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
193 eNext = e->next;
194 if( e->Rface->inside != e->Lface->inside ) {
195
196 /* This is a boundary edge (one side is interior, one is exterior). */
197 e->winding = (e->Lface->inside) ? value : -value;
198 } else {
199
200 /* Both regions are interior, or both are exterior. */
201 if( ! keepOnlyBoundary ) {
202 e->winding = 0;
203 } else {
204 if ( !__gl_meshDelete( e ) ) return 0;
205 }
206 }
207 }
208 return 1;
209}
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