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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"),
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     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,
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     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
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     29  */
     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  */
     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  */
    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  */
    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  */
    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