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      1 /*
      2  * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
      3  * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
      4  *
      5  * Permission is hereby granted, free of charge, to any person obtaining a
      6  * copy of this software and associated documentation files (the "Software"),
      7  * to deal in the Software without restriction, including without limitation
      8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
      9  * and/or sell copies of the Software, and to permit persons to whom the
     10  * Software is furnished to do so, subject to the following conditions:
     11  *
     12  * The above copyright notice including the dates of first publication and
     13  * either this permission notice or a reference to
     14  * http://oss.sgi.com/projects/FreeB/
     15  * shall be included in all copies or substantial portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
     20  * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     21  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
     22  * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     23  * SOFTWARE.
     24  *
     25  * Except as contained in this notice, the name of Silicon Graphics, Inc.
     26  * shall not be used in advertising or otherwise to promote the sale, use or
     27  * other dealings in this Software without prior written authorization from
     28  * Silicon Graphics, Inc.
     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 
     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 
     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 
     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 
    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 
    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 
    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 
    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 
    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