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2  * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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14  * http://oss.sgi.com/projects/FreeB/
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30 /*
31 ** Author: Eric Veach, July 1994.
32 **
33 */
34 
35 #include <stdlib.h>
36 #include "geom.h"
37 #include "mesh.h"
38 #include "tessmono.h"
39 #include <assert.h>
40 
41 #define AddWinding(eDst, eSrc) (eDst->winding+=eSrc->winding,           \
42                                 eDst->Sym->winding+=eSrc->Sym->winding)
43 
44 /* __gl_meshTessellateMonoRegion(face) tessellates a monotone region
45  * (what else would it do??)  The region must consist of a single
46  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
47  * case means that any vertical line intersects the interior of the
48  * region in a single interval.
49  *
50  * Tessellation consists of adding interior edges (actually pairs of
51  * half-edges), to split the region into non-overlapping triangles.
52  *
53  * The basic idea is explained in Preparata and Shamos (which I don''t
54  * have handy right now), although their implementation is more
55  * complicated than this one.  The are two edge chains, an upper chain
56  * and a lower chain.  We process all vertices from both chains in order,
57  * from right to left.
58  *
59  * The algorithm ensures that the following invariant holds after each
60  * vertex is processed: the untessellated region consists of two
61  * chains, where one chain (say the upper) is a single edge, and
62  * the other chain is concave.  The left vertex of the single edge
63  * is always to the left of all vertices in the concave chain.
64  *
65  * Each step consists of adding the rightmost unprocessed vertex to one
66  * of the two chains, and forming a fan of triangles from the rightmost
67  * of two chain endpoints.  Determining whether we can add each triangle
68  * to the fan is a simple orientation test.  By making the fan as large
69  * as possible, we restore the invariant (check it yourself).
70  */
__gl_meshTessellateMonoRegion(GLUESface * face)71 int __gl_meshTessellateMonoRegion(GLUESface* face)
72 {
73    GLUEShalfEdge* up;
74    GLUEShalfEdge* lo;
75 
76    /* All edges are oriented CCW around the boundary of the region.
77     * First, find the half-edge whose origin vertex is rightmost.
78     * Since the sweep goes from left to right, face->anEdge should
79     * be close to the edge we want.
80     */
81    up=face->anEdge;
82    assert(up->Lnext!=up && up->Lnext->Lnext!=up);
83 
84    for(; VertLeq(up->Dst, up->Org); up=up->Lprev);
85    for(; VertLeq(up->Org, up->Dst); up=up->Lnext);
86    lo=up->Lprev;
87 
88    while(up->Lnext!=lo)
89    {
90       if (VertLeq(up->Dst, lo->Org))
91       {
92          /* up->Dst is on the left.  It is safe to form triangles from lo->Org.
93           * The EdgeGoesLeft test guarantees progress even when some triangles
94           * are CW, given that the upper and lower chains are truly monotone.
95           */
96          while (lo->Lnext!=up && (EdgeGoesLeft(lo->Lnext) || EdgeSign(lo->Org, lo->Dst, lo->Lnext->Dst)<=0))
97          {
98             GLUEShalfEdge* tempHalfEdge=__gl_meshConnect(lo->Lnext, lo);
99             if (tempHalfEdge==NULL)
100             {
101                return 0;
102             }
103             lo=tempHalfEdge->Sym;
104          }
105          lo=lo->Lprev;
106       }
107       else
108       {
109          /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
110          while(lo->Lnext!=up && (EdgeGoesRight(up->Lprev) || EdgeSign(up->Dst, up->Org, up->Lprev->Org)>=0))
111          {
112             GLUEShalfEdge* tempHalfEdge=__gl_meshConnect(up, up->Lprev);
113             if (tempHalfEdge==NULL)
114             {
115                return 0;
116             }
117             up=tempHalfEdge->Sym;
118          }
119          up=up->Lnext;
120       }
121    }
122 
123    /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
124     * can be tessellated in a fan from this leftmost vertex.
125     */
126    assert(lo->Lnext!=up);
127    while(lo->Lnext->Lnext!=up)
128    {
129       GLUEShalfEdge* tempHalfEdge=__gl_meshConnect(lo->Lnext, lo);
130       if (tempHalfEdge==NULL)
131       {
132          return 0;
133       }
134       lo=tempHalfEdge->Sym;
135    }
136 
137    return 1;
138 }
139 
140 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
141  * the mesh which is marked "inside" the polygon.  Each such region
142  * must be monotone.
143  */
__gl_meshTessellateInterior(GLUESmesh * mesh)144 int __gl_meshTessellateInterior(GLUESmesh* mesh)
145 {
146    GLUESface* f;
147    GLUESface* next;
148 
149    /*LINTED*/
150    for (f=mesh->fHead.next; f!=&mesh->fHead; f=next)
151    {
152       /* Make sure we don''t try to tessellate the new triangles. */
153       next=f->next;
154       if (f->inside)
155       {
156          if (!__gl_meshTessellateMonoRegion(f))
157          {
158             return 0;
159          }
160       }
161    }
162 
163    return 1;
164 }
165 
166 
167 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
168  * which are not marked "inside" the polygon.  Since further mesh operations
169  * on NULL faces are not allowed, the main purpose is to clean up the
170  * mesh so that exterior loops are not represented in the data structure.
171  */
__gl_meshDiscardExterior(GLUESmesh * mesh)172 void __gl_meshDiscardExterior(GLUESmesh* mesh)
173 {
174    GLUESface* f;
175    GLUESface* next;
176 
177    /*LINTED*/
178    for (f=mesh->fHead.next; f!=&mesh->fHead; f=next)
179    {
180       /* Since f will be destroyed, save its next pointer. */
181       next=f->next;
182       if (!f->inside)
183       {
184          __gl_meshZapFace(f);
185       }
186    }
187 }
188 
189 #define MARKED_FOR_DELETION 0x7fffffff
190 
191 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
192  * winding numbers on all edges so that regions marked "inside" the
193  * polygon have a winding number of "value", and regions outside
194  * have a winding number of 0.
195  *
196  * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
197  * separate an interior region from an exterior one.
198  */
__gl_meshSetWindingNumber(GLUESmesh * mesh,int value,GLboolean keepOnlyBoundary)199 int __gl_meshSetWindingNumber(GLUESmesh* mesh, int value, GLboolean keepOnlyBoundary)
200 {
201    GLUEShalfEdge* e;
202    GLUEShalfEdge* eNext;
203 
204    for (e=mesh->eHead.next; e!=&mesh->eHead; e=eNext)
205    {
206       eNext=e->next;
207       if (e->Rface->inside!=e->Lface->inside)
208       {
209          /* This is a boundary edge (one side is interior, one is exterior). */
210          e->winding=(e->Lface->inside) ? value : -value;
211       }
212       else
213       {
214          /* Both regions are interior, or both are exterior. */
215          if (!keepOnlyBoundary)
216          {
217             e->winding = 0;
218          }
219          else
220          {
221             if (!__gl_meshDelete(e))
222             {
223                return 0;
224             }
225          }
226       }
227    }
228 
229    return 1;
230 }
231