xref: /reactos/dll/opengl/glu32/src/libtess/tessmono.c (revision c2c66aff)
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30 /*
31 ** Author: Eric Veach, July 1994.
32 **
33 */
34 
35 #include "gluos.h"
36 //#include <stdlib.h>
37 #include "geom.h"
38 //#include "mesh.h"
39 //#include "tessmono.h"
40 #include <assert.h>
41 
42 #define AddWinding(eDst,eSrc)	(eDst->winding += eSrc->winding, \
43 				 eDst->Sym->winding += eSrc->Sym->winding)
44 
45 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
46  * (what else would it do??)  The region must consist of a single
47  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
48  * case means that any vertical line intersects the interior of the
49  * region in a single interval.
50  *
51  * Tessellation consists of adding interior edges (actually pairs of
52  * half-edges), to split the region into non-overlapping triangles.
53  *
54  * The basic idea is explained in Preparata and Shamos (which I don''t
55  * have handy right now), although their implementation is more
56  * complicated than this one.  The are two edge chains, an upper chain
57  * and a lower chain.  We process all vertices from both chains in order,
58  * from right to left.
59  *
60  * The algorithm ensures that the following invariant holds after each
61  * vertex is processed: the untessellated region consists of two
62  * chains, where one chain (say the upper) is a single edge, and
63  * the other chain is concave.  The left vertex of the single edge
64  * is always to the left of all vertices in the concave chain.
65  *
66  * Each step consists of adding the rightmost unprocessed vertex to one
67  * of the two chains, and forming a fan of triangles from the rightmost
68  * of two chain endpoints.  Determining whether we can add each triangle
69  * to the fan is a simple orientation test.  By making the fan as large
70  * as possible, we restore the invariant (check it yourself).
71  */
__gl_meshTessellateMonoRegion(GLUface * face)72 int __gl_meshTessellateMonoRegion( GLUface *face )
73 {
74   GLUhalfEdge *up, *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     ;
86   for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
87     ;
88   lo = up->Lprev;
89 
90   while( up->Lnext != lo ) {
91     if( VertLeq( up->Dst, lo->Org )) {
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 )
97 	     || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
98 	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
99 	if (tempHalfEdge == NULL) return 0;
100 	lo = tempHalfEdge->Sym;
101       }
102       lo = lo->Lprev;
103     } else {
104       /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
105       while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
106 	     || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
107 	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
108 	if (tempHalfEdge == NULL) return 0;
109 	up = tempHalfEdge->Sym;
110       }
111       up = up->Lnext;
112     }
113   }
114 
115   /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
116    * can be tessellated in a fan from this leftmost vertex.
117    */
118   assert( lo->Lnext != up );
119   while( lo->Lnext->Lnext != up ) {
120     GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
121     if (tempHalfEdge == NULL) return 0;
122     lo = tempHalfEdge->Sym;
123   }
124 
125   return 1;
126 }
127 
128 
129 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
130  * the mesh which is marked "inside" the polygon.  Each such region
131  * must be monotone.
132  */
__gl_meshTessellateInterior(GLUmesh * mesh)133 int __gl_meshTessellateInterior( GLUmesh *mesh )
134 {
135   GLUface *f, *next;
136 
137   /*LINTED*/
138   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
139     /* Make sure we don''t try to tessellate the new triangles. */
140     next = f->next;
141     if( f->inside ) {
142       if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
143     }
144   }
145 
146   return 1;
147 }
148 
149 
150 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
151  * which are not marked "inside" the polygon.  Since further mesh operations
152  * on NULL faces are not allowed, the main purpose is to clean up the
153  * mesh so that exterior loops are not represented in the data structure.
154  */
__gl_meshDiscardExterior(GLUmesh * mesh)155 void __gl_meshDiscardExterior( GLUmesh *mesh )
156 {
157   GLUface *f, *next;
158 
159   /*LINTED*/
160   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
161     /* Since f will be destroyed, save its next pointer. */
162     next = f->next;
163     if( ! f->inside ) {
164       __gl_meshZapFace( f );
165     }
166   }
167 }
168 
169 #define MARKED_FOR_DELETION	0x7fffffff
170 
171 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
172  * winding numbers on all edges so that regions marked "inside" the
173  * polygon have a winding number of "value", and regions outside
174  * have a winding number of 0.
175  *
176  * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
177  * separate an interior region from an exterior one.
178  */
__gl_meshSetWindingNumber(GLUmesh * mesh,int value,GLboolean keepOnlyBoundary)179 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
180 			        GLboolean keepOnlyBoundary )
181 {
182   GLUhalfEdge *e, *eNext;
183 
184   for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
185     eNext = e->next;
186     if( e->Rface->inside != e->Lface->inside ) {
187 
188       /* This is a boundary edge (one side is interior, one is exterior). */
189       e->winding = (e->Lface->inside) ? value : -value;
190     } else {
191 
192       /* Both regions are interior, or both are exterior. */
193       if( ! keepOnlyBoundary ) {
194 	e->winding = 0;
195       } else {
196 	if ( !__gl_meshDelete( e ) ) return 0;
197       }
198     }
199   }
200   return 1;
201 }
202