xref: /reactos/dll/opengl/glu32/src/libtess/normal.c (revision c2c66aff)
1 /*
2  * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
3  * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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30 /*
31 ** Author: Eric Veach, July 1994.
32 **
33 */
34 
35 #include "gluos.h"
36 //#include "mesh.h"
37 #include "tess.h"
38 //#include "normal.h"
39 //#include <math.h>
40 //#include <assert.h>
41 
42 #ifndef TRUE
43 #define TRUE 1
44 #endif
45 #ifndef FALSE
46 #define FALSE 0
47 #endif
48 
49 #define Dot(u,v)	(u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
50 
51 #if 0
52 static void Normalize( GLdouble v[3] )
53 {
54   GLdouble len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
55 
56   assert( len > 0 );
57   len = sqrt( len );
58   v[0] /= len;
59   v[1] /= len;
60   v[2] /= len;
61 }
62 #endif
63 
64 #undef	ABS
65 #define ABS(x)	((x) < 0 ? -(x) : (x))
66 
LongAxis(GLdouble v[3])67 static int LongAxis( GLdouble v[3] )
68 {
69   int i = 0;
70 
71   if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
72   if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
73   return i;
74 }
75 
ComputeNormal(GLUtesselator * tess,GLdouble norm[3])76 static void ComputeNormal( GLUtesselator *tess, GLdouble norm[3] )
77 {
78   GLUvertex *v, *v1, *v2;
79   GLdouble c, tLen2, maxLen2;
80   GLdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
81   GLUvertex *maxVert[3], *minVert[3];
82   GLUvertex *vHead = &tess->mesh->vHead;
83   int i;
84 
85   maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
86   minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
87 
88   for( v = vHead->next; v != vHead; v = v->next ) {
89     for( i = 0; i < 3; ++i ) {
90       c = v->coords[i];
91       if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
92       if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
93     }
94   }
95 
96   /* Find two vertices separated by at least 1/sqrt(3) of the maximum
97    * distance between any two vertices
98    */
99   i = 0;
100   if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
101   if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
102   if( minVal[i] >= maxVal[i] ) {
103     /* All vertices are the same -- normal doesn't matter */
104     norm[0] = 0; norm[1] = 0; norm[2] = 1;
105     return;
106   }
107 
108   /* Look for a third vertex which forms the triangle with maximum area
109    * (Length of normal == twice the triangle area)
110    */
111   maxLen2 = 0;
112   v1 = minVert[i];
113   v2 = maxVert[i];
114   d1[0] = v1->coords[0] - v2->coords[0];
115   d1[1] = v1->coords[1] - v2->coords[1];
116   d1[2] = v1->coords[2] - v2->coords[2];
117   for( v = vHead->next; v != vHead; v = v->next ) {
118     d2[0] = v->coords[0] - v2->coords[0];
119     d2[1] = v->coords[1] - v2->coords[1];
120     d2[2] = v->coords[2] - v2->coords[2];
121     tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
122     tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
123     tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
124     tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
125     if( tLen2 > maxLen2 ) {
126       maxLen2 = tLen2;
127       norm[0] = tNorm[0];
128       norm[1] = tNorm[1];
129       norm[2] = tNorm[2];
130     }
131   }
132 
133   if( maxLen2 <= 0 ) {
134     /* All points lie on a single line -- any decent normal will do */
135     norm[0] = norm[1] = norm[2] = 0;
136     norm[LongAxis(d1)] = 1;
137   }
138 }
139 
140 
CheckOrientation(GLUtesselator * tess)141 static void CheckOrientation( GLUtesselator *tess )
142 {
143   GLdouble area;
144   GLUface *f, *fHead = &tess->mesh->fHead;
145   GLUvertex *v, *vHead = &tess->mesh->vHead;
146   GLUhalfEdge *e;
147 
148   /* When we compute the normal automatically, we choose the orientation
149    * so that the sum of the signed areas of all contours is non-negative.
150    */
151   area = 0;
152   for( f = fHead->next; f != fHead; f = f->next ) {
153     e = f->anEdge;
154     if( e->winding <= 0 ) continue;
155     do {
156       area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
157       e = e->Lnext;
158     } while( e != f->anEdge );
159   }
160   if( area < 0 ) {
161     /* Reverse the orientation by flipping all the t-coordinates */
162     for( v = vHead->next; v != vHead; v = v->next ) {
163       v->t = - v->t;
164     }
165     tess->tUnit[0] = - tess->tUnit[0];
166     tess->tUnit[1] = - tess->tUnit[1];
167     tess->tUnit[2] = - tess->tUnit[2];
168   }
169 }
170 
171 #ifdef FOR_TRITE_TEST_PROGRAM
172 #include <stdlib.h>
173 extern int RandomSweep;
174 #define S_UNIT_X	(RandomSweep ? (2*drand48()-1) : 1.0)
175 #define S_UNIT_Y	(RandomSweep ? (2*drand48()-1) : 0.0)
176 #else
177 #if defined(SLANTED_SWEEP)
178 /* The "feature merging" is not intended to be complete.  There are
179  * special cases where edges are nearly parallel to the sweep line
180  * which are not implemented.  The algorithm should still behave
181  * robustly (ie. produce a reasonable tesselation) in the presence
182  * of such edges, however it may miss features which could have been
183  * merged.  We could minimize this effect by choosing the sweep line
184  * direction to be something unusual (ie. not parallel to one of the
185  * coordinate axes).
186  */
187 #define S_UNIT_X	0.50941539564955385	/* Pre-normalized */
188 #define S_UNIT_Y	0.86052074622010633
189 #else
190 #define S_UNIT_X	1.0
191 #define S_UNIT_Y	0.0
192 #endif
193 #endif
194 
195 /* Determine the polygon normal and project vertices onto the plane
196  * of the polygon.
197  */
__gl_projectPolygon(GLUtesselator * tess)198 void __gl_projectPolygon( GLUtesselator *tess )
199 {
200   GLUvertex *v, *vHead = &tess->mesh->vHead;
201   GLdouble norm[3];
202   GLdouble *sUnit, *tUnit;
203   int i, computedNormal = FALSE;
204 
205   norm[0] = tess->normal[0];
206   norm[1] = tess->normal[1];
207   norm[2] = tess->normal[2];
208   if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
209     ComputeNormal( tess, norm );
210     computedNormal = TRUE;
211   }
212   sUnit = tess->sUnit;
213   tUnit = tess->tUnit;
214   i = LongAxis( norm );
215 
216 #if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
217   /* Choose the initial sUnit vector to be approximately perpendicular
218    * to the normal.
219    */
220   Normalize( norm );
221 
222   sUnit[i] = 0;
223   sUnit[(i+1)%3] = S_UNIT_X;
224   sUnit[(i+2)%3] = S_UNIT_Y;
225 
226   /* Now make it exactly perpendicular */
227   w = Dot( sUnit, norm );
228   sUnit[0] -= w * norm[0];
229   sUnit[1] -= w * norm[1];
230   sUnit[2] -= w * norm[2];
231   Normalize( sUnit );
232 
233   /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
234   tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
235   tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
236   tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
237   Normalize( tUnit );
238 #else
239   /* Project perpendicular to a coordinate axis -- better numerically */
240   sUnit[i] = 0;
241   sUnit[(i+1)%3] = S_UNIT_X;
242   sUnit[(i+2)%3] = S_UNIT_Y;
243 
244   tUnit[i] = 0;
245   tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
246   tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
247 #endif
248 
249   /* Project the vertices onto the sweep plane */
250   for( v = vHead->next; v != vHead; v = v->next ) {
251     v->s = Dot( v->coords, sUnit );
252     v->t = Dot( v->coords, tUnit );
253   }
254   if( computedNormal ) {
255     CheckOrientation( tess );
256   }
257 }
258