286 lines
7.4 KiB
C
286 lines
7.4 KiB
C
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/**************************************************************************
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* *
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* Copyright (C) 1989, Silicon Graphics, Inc. *
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* *
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* These coded instructions, statements, and computer programs contain *
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* unpublished proprietary information of Silicon Graphics, Inc., and *
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* are protected by Federal copyright law. They may not be disclosed *
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* to third parties or copied or duplicated in any form, in whole or *
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* in part, without the prior written consent of Silicon Graphics, Inc. *
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* *
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**************************************************************************/
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/* monotonize.c */
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/* Derrick Burns - 1989 */
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#include <glos.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "monotone.h"
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static Vert * __gl_connectedge( GLUtriangulatorObj *, Vert *, Vert * );
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/*----------------------------------------------------------------------------
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* monotonize - add edges to a polygon to create monotone pieces
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*----------------------------------------------------------------------------
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*/
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void
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__gl_monotonize( GLUtriangulatorObj *tobj )
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{
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Ray *ray, *new_ray1, *new_ray2;
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__gl_sort_priorityq( tobj );
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while( __gl_more_priorityq( tobj ) ) {
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Vert *vert = __gl_remove_priorityq( tobj );
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if( vert->vclass == VC_NO_CLASS ) {
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ray = __gl_findray_raylist( tobj, vert );
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if( ray->orientation == __gl_ccw_vert( vert ) )
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__gl_reverse_vert( vert );
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(void) __gl_classify_all( vert );
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}
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switch (vert->vclass) {
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case VC_OK_RIGHT: /* two new rays */
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assert( vert->ray == 0 );
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ray = __gl_findray_raylist( tobj, vert );
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if( ray->orientation != 0 )
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__gl_in_error( tobj, 3 );
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/* compute top ray */
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new_ray1 = __gl_new_ray( tobj, 0 );
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__gl_recalc_ray(new_ray1, vert, vert->prev);
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if( vert->prev->vclass != VC_BAD_RIGHT )
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vert->prev->ray = new_ray1;
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/* compute middle ray */
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new_ray2 = __gl_new_ray( tobj, 1 );
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__gl_recalc_ray(new_ray2, vert, vert->next);
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if( vert->next->vclass != VC_OK_LEFT )
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vert->next->ray = new_ray2;
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new_ray2->vertex = vert;
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assert( ! ray->mustconnect );
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__gl_add2_raylist( ray->prev, new_ray1, new_ray2 );
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break;
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case VC_BAD_LEFT: /* two new rays */
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assert( vert->ray == 0 );
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ray = __gl_findray_raylist( tobj, vert );
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if( ray->orientation != 1 )
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__gl_in_error( tobj, 3 );
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/* compute top ray */
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new_ray1 = __gl_new_ray( tobj, 1 );
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__gl_recalc_ray(new_ray1, vert, vert->next);
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if( vert->next->vclass != VC_OK_LEFT )
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vert->next->ray = new_ray1;
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/* compute middle ray */
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new_ray2 = __gl_new_ray( tobj, 0 );
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__gl_recalc_ray(new_ray2, vert, vert->prev);
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if( vert->prev->vclass != VC_BAD_RIGHT )
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vert->prev->ray = new_ray2;
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new_ray1->vertex = __gl_connectedge( tobj,vert, ray->vertex);
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/* update bottom ray */
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ray->mustconnect = 0;
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ray->vertex = vert;
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__gl_add2_raylist( ray->prev, new_ray1, new_ray2 );
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break;
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case VC_OK_LEFT: /* two rays disappear */
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ray = vert->ray;
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if ( ray == NULL )
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__gl_in_error( tobj, 4 );
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__gl_checkray_vert( tobj, vert, ray->prev, ray->next->next );
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/* region above_ray top ray is outside */
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assert( ! ray->mustconnect );
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assert( ray->next );
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/* region above_ray middle ray is inside */
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if( ray->next->mustconnect ) {
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__gl_triangulateloop( tobj,__gl_connectedge( tobj,vert,ray->next->vertex));
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__gl_triangulateloop( tobj, vert );
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} else {
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__gl_triangulateloop( tobj, vert );
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}
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/* region above_ray bottom ray is outside */
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assert( ray->next->next );
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assert( ! ray->next->next->mustconnect );
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__gl_remove2_raylist( tobj, ray );
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__gl_delete_ray( tobj, ray->next );
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__gl_delete_ray( tobj, ray );
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break;
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case VC_BAD_RIGHT: /* two rays disappear */
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ray = vert->ray;
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if ( ray == NULL || ray->next == NULL )
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__gl_in_error( tobj, 4 );
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__gl_checkray_vert( tobj, vert, ray->prev, ray->next->next );
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if (ray->mustconnect) {
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vert = __gl_connectedge( tobj, vert, ray->vertex );
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__gl_triangulateloop( tobj, ray->vertex->next );
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}
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if ( ray->next->mustconnect ) {
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__gl_in_error( tobj, 8 );
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}
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assert( ray->next );
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assert( ray->next->next );
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if (ray->next->next->mustconnect)
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__gl_triangulateloop( tobj, __gl_connectedge( tobj, vert,
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ray->next->next->vertex) );
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ray->next->next->vertex = vert;
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ray->next->next->mustconnect = 1;
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__gl_remove2_raylist( tobj, ray );
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__gl_delete_ray( tobj, ray->next );
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__gl_delete_ray( tobj, ray );
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break;
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case VC_OK_TOP: /* one ray changes ends and coords */
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ray = vert->ray;
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if( ray == NULL || ray->next == NULL )
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__gl_in_error( tobj, 4 );
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__gl_checkray_vert( tobj, vert, ray->prev, ray->next );
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__gl_recalc_ray( ray, vert, vert->next );
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if( vert->next->vclass != VC_OK_LEFT )
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vert->next->ray = ray;
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if (ray->mustconnect) {
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ray->vertex = __gl_connectedge( tobj,vert,ray->vertex);
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ray->mustconnect = 0;
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__gl_triangulateloop( tobj, vert );
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} else {
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ray->vertex = vert;
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}
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assert( ray->next );
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assert( ! ray->next->mustconnect );
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break;
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case VC_OK_BOTTOM: /* one ray changes ends and coords */
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ray = vert->ray;
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if ( ray == NULL || ray->next == NULL )
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__gl_in_error( tobj, 4 );
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__gl_checkray_vert( tobj, vert, ray->prev, ray->next );
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__gl_recalc_ray( ray, vert, vert->prev );
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if( vert->prev->vclass != VC_BAD_RIGHT )
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vert->prev->ray = ray;
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assert( ! ray->mustconnect );
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assert( ray->next );
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if (ray->next->mustconnect) {
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__gl_triangulateloop( tobj,__gl_connectedge( tobj,vert, ray->next->vertex));
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ray->next->mustconnect = 0;
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ray->next->vertex = vert;
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} else {
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ray->next->vertex = vert;
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}
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break;
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case VC_BAD_LONE:
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break;
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case VC_BAD_ERROR:
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__gl_in_error( tobj, 4 );
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return;
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case VC_NO_CLASS:
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assert( 0 );
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break;
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}
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}
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return;
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}
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/*----------------------------------------------------------------------------
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* connectedge - create two anti-parallel edges splitting a polygon
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*----------------------------------------------------------------------------
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*/
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static Vert *
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__gl_connectedge( GLUtriangulatorObj *tobj, Vert *x, Vert *y )
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{
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Vert *newx, *newy;
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if( x == 0 || y == 0 || y->prev == 0 || x->next == 0 ) {
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__gl_in_error( tobj, 5 );
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return 0;
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} else {
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assert( x->prev->next == x );
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assert( x->next->prev == x );
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assert( y->prev->next == y );
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assert( y->next->prev == y );
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assert( x->next != y );
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assert( x != y );
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newx = (Vert *) __gl_new_vert( tobj );
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newx->myid = x->myid;
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newx->nextid = x->nextid;
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newx->ray = x->ray;
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newx->vclass = x->vclass;
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#ifdef ADDED
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newx->added = x->added;
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#endif
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newx->s = x->s;
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newx->t = x->t;
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newx->data = x->data;
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newy = (Vert *) __gl_new_vert( tobj );
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newy->myid = y->myid;
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newy->nextid = y->nextid;
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newy->ray = y->ray;
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newy->vclass = y->vclass;
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#ifdef ADDED
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newy->added = 1;
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#endif
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newy->s = y->s;
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newy->t = y->t;
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newy->data = y->data;
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newx->prev = newy;
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newx->next = x->next;
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newy->next = newx;
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newy->prev = y->prev;
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newx->next->prev = newx;
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newy->prev->next = newy;
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x->next = y;
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y->prev = x;
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#ifdef ADDED
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x->added = 1;
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#endif
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assert( x->prev->next == x );
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assert( x->next->prev == x );
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assert( y->prev->next == y );
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assert( y->next->prev == y );
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assert( newx->prev->next == newx );
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assert( newx->next->prev == newx );
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assert( newy->prev->next == newy );
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assert( newy->next->prev == newy );
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return newx;
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}
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}
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