/* * 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 #include "geom.h" #include "mesh.h" #include "tessmono.h" #include #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; }