174 lines
5.9 KiB
C
174 lines
5.9 KiB
C
/*
|
|
** Copyright 1994, Silicon Graphics, Inc.
|
|
** All Rights Reserved.
|
|
**
|
|
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
|
|
** the contents of this file may not be disclosed to third parties, copied or
|
|
** duplicated in any form, in whole or in part, without the prior written
|
|
** permission of Silicon Graphics, Inc.
|
|
**
|
|
** RESTRICTED RIGHTS LEGEND:
|
|
** Use, duplication or disclosure by the Government is subject to restrictions
|
|
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
|
|
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
|
|
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
|
|
** rights reserved under the Copyright Laws of the United States.
|
|
**
|
|
** Author: Eric Veach, July 1994.
|
|
*/
|
|
|
|
#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_meshTesselateMonoRegion( face ) tesselates 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.
|
|
*
|
|
* Tesselation 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 untesselated 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).
|
|
*/
|
|
void __gl_meshTesselateMonoRegion( 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 )) {
|
|
lo = __gl_meshConnect( lo->Lnext, lo )->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 )) {
|
|
up = __gl_meshConnect( up, up->Lprev )->Sym;
|
|
}
|
|
up = up->Lnext;
|
|
}
|
|
}
|
|
|
|
/* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
|
|
* can be tesselated in a fan from this leftmost vertex.
|
|
*/
|
|
assert( lo->Lnext != up );
|
|
while( lo->Lnext->Lnext != up ) {
|
|
lo = __gl_meshConnect( lo->Lnext, lo )->Sym;
|
|
}
|
|
}
|
|
|
|
|
|
/* __gl_meshTesselateInterior( mesh ) tesselates each region of
|
|
* the mesh which is marked "inside" the polygon. Each such region
|
|
* must be monotone.
|
|
*/
|
|
void __gl_meshTesselateInterior( GLUmesh *mesh )
|
|
{
|
|
GLUface *f, *next;
|
|
|
|
/*LINTED*/
|
|
for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
|
|
/* Make sure we don''t try to tesselate the new triangles. */
|
|
next = f->next;
|
|
if( f->inside ) {
|
|
__gl_meshTesselateMonoRegion( f );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* __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.
|
|
*/
|
|
void __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 {
|
|
__gl_meshDelete( e );
|
|
}
|
|
}
|
|
}
|
|
}
|