summaryrefslogtreecommitdiff
path: root/src/glu/sgi/libtess/tessmono.c
blob: 77fe0ac61966061f711452bb5a91f633ed477dfa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
/*
** 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: 2001/03/17 00:25:41 $ $Revision: 1.1 $
** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libtess/tessmono.c,v 1.1 2001/03/17 00:25:41 brianp Exp $
*/

#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;
}