xref: /reactos/dll/opengl/glu32/src/libtess/geom.c (revision c2c66aff)
1 /*
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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29  */
30 /*
31 ** Author: Eric Veach, July 1994.
32 **
33 */
34 
35 #include "gluos.h"
36 #include <assert.h>
37 //#include "mesh.h"
38 #include "geom.h"
39 
__gl_vertLeq(GLUvertex * u,GLUvertex * v)40 int __gl_vertLeq( GLUvertex *u, GLUvertex *v )
41 {
42   /* Returns TRUE if u is lexicographically <= v. */
43 
44   return VertLeq( u, v );
45 }
46 
__gl_edgeEval(GLUvertex * u,GLUvertex * v,GLUvertex * w)47 GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
48 {
49   /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
50    * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
51    * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
52    * If uw is vertical (and thus passes thru v), the result is zero.
53    *
54    * The calculation is extremely accurate and stable, even when v
55    * is very close to u or w.  In particular if we set v->t = 0 and
56    * let r be the negated result (this evaluates (uw)(v->s)), then
57    * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
58    */
59   GLdouble gapL, gapR;
60 
61   assert( VertLeq( u, v ) && VertLeq( v, w ));
62 
63   gapL = v->s - u->s;
64   gapR = w->s - v->s;
65 
66   if( gapL + gapR > 0 ) {
67     if( gapL < gapR ) {
68       return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
69     } else {
70       return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
71     }
72   }
73   /* vertical line */
74   return 0;
75 }
76 
__gl_edgeSign(GLUvertex * u,GLUvertex * v,GLUvertex * w)77 GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
78 {
79   /* Returns a number whose sign matches EdgeEval(u,v,w) but which
80    * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
81    * as v is above, on, or below the edge uw.
82    */
83   GLdouble gapL, gapR;
84 
85   assert( VertLeq( u, v ) && VertLeq( v, w ));
86 
87   gapL = v->s - u->s;
88   gapR = w->s - v->s;
89 
90   if( gapL + gapR > 0 ) {
91     return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
92   }
93   /* vertical line */
94   return 0;
95 }
96 
97 
98 /***********************************************************************
99  * Define versions of EdgeSign, EdgeEval with s and t transposed.
100  */
101 
__gl_transEval(GLUvertex * u,GLUvertex * v,GLUvertex * w)102 GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
103 {
104   /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
105    * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
106    * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
107    * If uw is vertical (and thus passes thru v), the result is zero.
108    *
109    * The calculation is extremely accurate and stable, even when v
110    * is very close to u or w.  In particular if we set v->s = 0 and
111    * let r be the negated result (this evaluates (uw)(v->t)), then
112    * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
113    */
114   GLdouble gapL, gapR;
115 
116   assert( TransLeq( u, v ) && TransLeq( v, w ));
117 
118   gapL = v->t - u->t;
119   gapR = w->t - v->t;
120 
121   if( gapL + gapR > 0 ) {
122     if( gapL < gapR ) {
123       return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
124     } else {
125       return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
126     }
127   }
128   /* vertical line */
129   return 0;
130 }
131 
__gl_transSign(GLUvertex * u,GLUvertex * v,GLUvertex * w)132 GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
133 {
134   /* Returns a number whose sign matches TransEval(u,v,w) but which
135    * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
136    * as v is above, on, or below the edge uw.
137    */
138   GLdouble gapL, gapR;
139 
140   assert( TransLeq( u, v ) && TransLeq( v, w ));
141 
142   gapL = v->t - u->t;
143   gapR = w->t - v->t;
144 
145   if( gapL + gapR > 0 ) {
146     return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
147   }
148   /* vertical line */
149   return 0;
150 }
151 
152 
__gl_vertCCW(GLUvertex * u,GLUvertex * v,GLUvertex * w)153 int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w )
154 {
155   /* For almost-degenerate situations, the results are not reliable.
156    * Unless the floating-point arithmetic can be performed without
157    * rounding errors, *any* implementation will give incorrect results
158    * on some degenerate inputs, so the client must have some way to
159    * handle this situation.
160    */
161   return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
162 }
163 
164 /* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
165  * or (x+y)/2 if a==b==0.  It requires that a,b >= 0, and enforces
166  * this in the rare case that one argument is slightly negative.
167  * The implementation is extremely stable numerically.
168  * In particular it guarantees that the result r satisfies
169  * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
170  * even when a and b differ greatly in magnitude.
171  */
172 #define RealInterpolate(a,x,b,y)			\
173   (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b,		\
174   ((a <= b) ? ((b == 0) ? ((x+y) / 2)			\
175                         : (x + (y-x) * (a/(a+b))))	\
176             : (y + (x-y) * (b/(a+b)))))
177 
178 #ifndef FOR_TRITE_TEST_PROGRAM
179 #define Interpolate(a,x,b,y)	RealInterpolate(a,x,b,y)
180 #else
181 
182 /* Claim: the ONLY property the sweep algorithm relies on is that
183  * MIN(x,y) <= r <= MAX(x,y).  This is a nasty way to test that.
184  */
185 #include <stdlib.h>
186 extern int RandomInterpolate;
187 
Interpolate(GLdouble a,GLdouble x,GLdouble b,GLdouble y)188 GLdouble Interpolate( GLdouble a, GLdouble x, GLdouble b, GLdouble y)
189 {
190 printf("*********************%d\n",RandomInterpolate);
191   if( RandomInterpolate ) {
192     a = 1.2 * drand48() - 0.1;
193     a = (a < 0) ? 0 : ((a > 1) ? 1 : a);
194     b = 1.0 - a;
195   }
196   return RealInterpolate(a,x,b,y);
197 }
198 
199 #endif
200 
201 #define Swap(a,b)	do { GLUvertex *t = a; a = b; b = t; } while (0)
202 
__gl_edgeIntersect(GLUvertex * o1,GLUvertex * d1,GLUvertex * o2,GLUvertex * d2,GLUvertex * v)203 void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
204 			 GLUvertex *o2, GLUvertex *d2,
205 			 GLUvertex *v )
206 /* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
207  * The computed point is guaranteed to lie in the intersection of the
208  * bounding rectangles defined by each edge.
209  */
210 {
211   GLdouble z1, z2;
212 
213   /* This is certainly not the most efficient way to find the intersection
214    * of two line segments, but it is very numerically stable.
215    *
216    * Strategy: find the two middle vertices in the VertLeq ordering,
217    * and interpolate the intersection s-value from these.  Then repeat
218    * using the TransLeq ordering to find the intersection t-value.
219    */
220 
221   if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
222   if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
223   if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
224 
225   if( ! VertLeq( o2, d1 )) {
226     /* Technically, no intersection -- do our best */
227     v->s = (o2->s + d1->s) / 2;
228   } else if( VertLeq( d1, d2 )) {
229     /* Interpolate between o2 and d1 */
230     z1 = EdgeEval( o1, o2, d1 );
231     z2 = EdgeEval( o2, d1, d2 );
232     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
233     v->s = Interpolate( z1, o2->s, z2, d1->s );
234   } else {
235     /* Interpolate between o2 and d2 */
236     z1 = EdgeSign( o1, o2, d1 );
237     z2 = -EdgeSign( o1, d2, d1 );
238     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
239     v->s = Interpolate( z1, o2->s, z2, d2->s );
240   }
241 
242   /* Now repeat the process for t */
243 
244   if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
245   if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
246   if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
247 
248   if( ! TransLeq( o2, d1 )) {
249     /* Technically, no intersection -- do our best */
250     v->t = (o2->t + d1->t) / 2;
251   } else if( TransLeq( d1, d2 )) {
252     /* Interpolate between o2 and d1 */
253     z1 = TransEval( o1, o2, d1 );
254     z2 = TransEval( o2, d1, d2 );
255     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
256     v->t = Interpolate( z1, o2->t, z2, d1->t );
257   } else {
258     /* Interpolate between o2 and d2 */
259     z1 = TransSign( o1, o2, d1 );
260     z2 = -TransSign( o1, d2, d1 );
261     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
262     v->t = Interpolate( z1, o2->t, z2, d2->t );
263   }
264 }
265