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      1 /*
      2 ** License Applicability. Except to the extent portions of this file are
      3 ** made subject to an alternative license as permitted in the SGI Free
      4 ** Software License B, Version 1.1 (the "License"), the contents of this
      5 ** file are subject only to the provisions of the License. You may not use
      6 ** this file except in compliance with the License. You may obtain a copy
      7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
      8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
      9 **
     10 ** http://oss.sgi.com/projects/FreeB
     11 **
     12 ** Note that, as provided in the License, the Software is distributed on an
     13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
     14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
     15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
     16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
     17 **
     18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
     19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
     20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
     21 ** Copyright in any portions created by third parties is as indicated
     22 ** elsewhere herein. All Rights Reserved.
     23 **
     24 ** Additional Notice Provisions: The application programming interfaces
     25 ** established by SGI in conjunction with the Original Code are The
     26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
     27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
     28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
     29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
     30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
     31 ** published by SGI, but has not been independently verified as being
     32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
     33 **
     34 */
     35 /*
     36 ** Author: Eric Veach, July 1994.
     37 **
     38 ** $Date$ $Revision$
     39 ** $Header: //depot/main/gfx/lib/glu/libtess/tessmono.c#5 $
     40 */
     41 
     42 #include "gluos.h"
     43 #include <stdlib.h>
     44 #include "geom.h"
     45 #include "mesh.h"
     46 #include "tessmono.h"
     47 #include <assert.h>
     48 
     49 #define AddWinding(eDst,eSrc)	(eDst->winding += eSrc->winding, \
     50 				 eDst->Sym->winding += eSrc->Sym->winding)
     51 
     52 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
     53  * (what else would it do??)  The region must consist of a single
     54  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
     55  * case means that any vertical line intersects the interior of the
     56  * region in a single interval.
     57  *
     58  * Tessellation consists of adding interior edges (actually pairs of
     59  * half-edges), to split the region into non-overlapping triangles.
     60  *
     61  * The basic idea is explained in Preparata and Shamos (which I don''t
     62  * have handy right now), although their implementation is more
     63  * complicated than this one.  The are two edge chains, an upper chain
     64  * and a lower chain.  We process all vertices from both chains in order,
     65  * from right to left.
     66  *
     67  * The algorithm ensures that the following invariant holds after each
     68  * vertex is processed: the untessellated region consists of two
     69  * chains, where one chain (say the upper) is a single edge, and
     70  * the other chain is concave.  The left vertex of the single edge
     71  * is always to the left of all vertices in the concave chain.
     72  *
     73  * Each step consists of adding the rightmost unprocessed vertex to one
     74  * of the two chains, and forming a fan of triangles from the rightmost
     75  * of two chain endpoints.  Determining whether we can add each triangle
     76  * to the fan is a simple orientation test.  By making the fan as large
     77  * as possible, we restore the invariant (check it yourself).
     78  */
     79 int __gl_meshTessellateMonoRegion( GLUface *face )
     80 {
     81   GLUhalfEdge *up, *lo;
     82 
     83   /* All edges are oriented CCW around the boundary of the region.
     84    * First, find the half-edge whose origin vertex is rightmost.
     85    * Since the sweep goes from left to right, face->anEdge should
     86    * be close to the edge we want.
     87    */
     88   up = face->anEdge;
     89   assert( up->Lnext != up && up->Lnext->Lnext != up );
     90 
     91   for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
     92     ;
     93   for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
     94     ;
     95   lo = up->Lprev;
     96 
     97   while( up->Lnext != lo ) {
     98     if( VertLeq( up->Dst, lo->Org )) {
     99       /* up->Dst is on the left.  It is safe to form triangles from lo->Org.
    100        * The EdgeGoesLeft test guarantees progress even when some triangles
    101        * are CW, given that the upper and lower chains are truly monotone.
    102        */
    103       while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
    104 	     || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
    105 	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
    106 	if (tempHalfEdge == NULL) return 0;
    107 	lo = tempHalfEdge->Sym;
    108       }
    109       lo = lo->Lprev;
    110     } else {
    111       /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
    112       while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
    113 	     || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
    114 	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
    115 	if (tempHalfEdge == NULL) return 0;
    116 	up = tempHalfEdge->Sym;
    117       }
    118       up = up->Lnext;
    119     }
    120   }
    121 
    122   /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
    123    * can be tessellated in a fan from this leftmost vertex.
    124    */
    125   assert( lo->Lnext != up );
    126   while( lo->Lnext->Lnext != up ) {
    127     GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
    128     if (tempHalfEdge == NULL) return 0;
    129     lo = tempHalfEdge->Sym;
    130   }
    131 
    132   return 1;
    133 }
    134 
    135 
    136 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
    137  * the mesh which is marked "inside" the polygon.  Each such region
    138  * must be monotone.
    139  */
    140 int __gl_meshTessellateInterior( GLUmesh *mesh )
    141 {
    142   GLUface *f, *next;
    143 
    144   /*LINTED*/
    145   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
    146     /* Make sure we don''t try to tessellate the new triangles. */
    147     next = f->next;
    148     if( f->inside ) {
    149       if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
    150     }
    151   }
    152 
    153   return 1;
    154 }
    155 
    156 
    157 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
    158  * which are not marked "inside" the polygon.  Since further mesh operations
    159  * on NULL faces are not allowed, the main purpose is to clean up the
    160  * mesh so that exterior loops are not represented in the data structure.
    161  */
    162 void __gl_meshDiscardExterior( GLUmesh *mesh )
    163 {
    164   GLUface *f, *next;
    165 
    166   /*LINTED*/
    167   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
    168     /* Since f will be destroyed, save its next pointer. */
    169     next = f->next;
    170     if( ! f->inside ) {
    171       __gl_meshZapFace( f );
    172     }
    173   }
    174 }
    175 
    176 #define MARKED_FOR_DELETION	0x7fffffff
    177 
    178 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
    179  * winding numbers on all edges so that regions marked "inside" the
    180  * polygon have a winding number of "value", and regions outside
    181  * have a winding number of 0.
    182  *
    183  * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
    184  * separate an interior region from an exterior one.
    185  */
    186 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
    187 			        GLboolean keepOnlyBoundary )
    188 {
    189   GLUhalfEdge *e, *eNext;
    190 
    191   for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
    192     eNext = e->next;
    193     if( e->Rface->inside != e->Lface->inside ) {
    194 
    195       /* This is a boundary edge (one side is interior, one is exterior). */
    196       e->winding = (e->Lface->inside) ? value : -value;
    197     } else {
    198 
    199       /* Both regions are interior, or both are exterior. */
    200       if( ! keepOnlyBoundary ) {
    201 	e->winding = 0;
    202       } else {
    203 	if ( !__gl_meshDelete( e ) ) return 0;
    204       }
    205     }
    206   }
    207   return 1;
    208 }
    209