📄 mesh.c
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eDel->Rface->anEdge = eDel->Oprev;
eDel->Org->anEdge = eDel->Onext;
Splice( eDel, eDel->Oprev );
if( ! joiningLoops ) {
GLUface *newFace= allocFace();
if (newFace == NULL) return 0;
/* We are splitting one loop into two -- create a new loop for eDel. */
MakeFace( newFace, eDel, eDel->Lface );
}
}
/* Claim: the mesh is now in a consistent state, except that eDel->Org
* may have been deleted. Now we disconnect eDel->Dst.
*/
if( eDelSym->Onext == eDelSym ) {
KillVertex( eDelSym->Org, NULL );
KillFace( eDelSym->Lface, NULL );
} else {
/* Make sure that eDel->Dst and eDel->Lface point to valid half-edges */
eDel->Lface->anEdge = eDelSym->Oprev;
eDelSym->Org->anEdge = eDelSym->Onext;
Splice( eDelSym, eDelSym->Oprev );
}
/* Any isolated vertices or faces have already been freed. */
KillEdge( eDel );
return 1;
}
/******************** Other Edge Operations **********************/
/* All these routines can be implemented with the basic edge
* operations above. They are provided for convenience and efficiency.
*/
/* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*/
GLUhalfEdge *__gl_meshAddEdgeVertex( GLUhalfEdge *eOrg )
{
GLUhalfEdge *eNewSym;
GLUhalfEdge *eNew = MakeEdge( eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
/* Connect the new edge appropriately */
Splice( eNew, eOrg->Lnext );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
{
GLUvertex *newVertex= allocVertex();
if (newVertex == NULL) return NULL;
MakeVertex( newVertex, eNewSym, eNew->Org );
}
eNew->Lface = eNewSym->Lface = eOrg->Lface;
return eNew;
}
/* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
* eOrg and eNew will have the same left face.
*/
GLUhalfEdge *__gl_meshSplitEdge( GLUhalfEdge *eOrg )
{
GLUhalfEdge *eNew;
GLUhalfEdge *tempHalfEdge= __gl_meshAddEdgeVertex( eOrg );
if (tempHalfEdge == NULL) return NULL;
eNew = tempHalfEdge->Sym;
/* Disconnect eOrg from eOrg->Dst and connect it to eNew->Org */
Splice( eOrg->Sym, eOrg->Sym->Oprev );
Splice( eOrg->Sym, eNew );
/* Set the vertex and face information */
eOrg->Dst = eNew->Org;
eNew->Dst->anEdge = eNew->Sym; /* may have pointed to eOrg->Sym */
eNew->Rface = eOrg->Rface;
eNew->winding = eOrg->winding; /* copy old winding information */
eNew->Sym->winding = eOrg->Sym->winding;
return eNew;
}
/* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
* to eDst->Org, and returns the corresponding half-edge eNew.
* If eOrg->Lface == eDst->Lface, this splits one loop into two,
* and the newly created loop is eNew->Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst->Lface is destroyed.
*
* If (eOrg == eDst), the new face will have only two edges.
* If (eOrg->Lnext == eDst), the old face is reduced to a single edge.
* If (eOrg->Lnext->Lnext == eDst), the old face is reduced to two edges.
*/
GLUhalfEdge *__gl_meshConnect( GLUhalfEdge *eOrg, GLUhalfEdge *eDst )
{
GLUhalfEdge *eNewSym;
int joiningLoops = FALSE;
GLUhalfEdge *eNew = MakeEdge( eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
if( eDst->Lface != eOrg->Lface ) {
/* We are connecting two disjoint loops -- destroy eDst->Lface */
joiningLoops = TRUE;
KillFace( eDst->Lface, eOrg->Lface );
}
/* Connect the new edge appropriately */
Splice( eNew, eOrg->Lnext );
Splice( eNewSym, eDst );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
eNewSym->Org = eDst->Org;
eNew->Lface = eNewSym->Lface = eOrg->Lface;
/* Make sure the old face points to a valid half-edge */
eOrg->Lface->anEdge = eNewSym;
if( ! joiningLoops ) {
GLUface *newFace= allocFace();
if (newFace == NULL) return NULL;
/* We split one loop into two -- the new loop is eNew->Lface */
MakeFace( newFace, eNew, eOrg->Lface );
}
return eNew;
}
/******************** Other Operations **********************/
/* __gl_meshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a NULL pointer as their
* left face. Any edges which also have a NULL pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*/
void __gl_meshZapFace( GLUface *fZap )
{
GLUhalfEdge *eStart = fZap->anEdge;
GLUhalfEdge *e, *eNext, *eSym;
GLUface *fPrev, *fNext;
/* walk around face, deleting edges whose right face is also NULL */
eNext = eStart->Lnext;
do {
e = eNext;
eNext = e->Lnext;
e->Lface = NULL;
if( e->Rface == NULL ) {
/* delete the edge -- see __gl_MeshDelete above */
if( e->Onext == e ) {
KillVertex( e->Org, NULL );
} else {
/* Make sure that e->Org points to a valid half-edge */
e->Org->anEdge = e->Onext;
Splice( e, e->Oprev );
}
eSym = e->Sym;
if( eSym->Onext == eSym ) {
KillVertex( eSym->Org, NULL );
} else {
/* Make sure that eSym->Org points to a valid half-edge */
eSym->Org->anEdge = eSym->Onext;
Splice( eSym, eSym->Oprev );
}
KillEdge( e );
}
} while( e != eStart );
/* delete from circular doubly-linked list */
fPrev = fZap->prev;
fNext = fZap->next;
fNext->prev = fPrev;
fPrev->next = fNext;
memFree( fZap );
}
/* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*/
GLUmesh *__gl_meshNewMesh( void )
{
GLUvertex *v;
GLUface *f;
GLUhalfEdge *e;
GLUhalfEdge *eSym;
GLUmesh *mesh = (GLUmesh *)memAlloc( sizeof( GLUmesh ));
if (mesh == NULL) {
return NULL;
}
v = &mesh->vHead;
f = &mesh->fHead;
e = &mesh->eHead;
eSym = &mesh->eHeadSym;
v->next = v->prev = v;
v->anEdge = NULL;
v->data = NULL;
f->next = f->prev = f;
f->anEdge = NULL;
f->data = NULL;
f->trail = NULL;
f->marked = FALSE;
f->inside = FALSE;
e->next = e;
e->Sym = eSym;
e->Onext = NULL;
e->Lnext = NULL;
e->Org = NULL;
e->Lface = NULL;
e->winding = 0;
e->activeRegion = NULL;
eSym->next = eSym;
eSym->Sym = e;
eSym->Onext = NULL;
eSym->Lnext = NULL;
eSym->Org = NULL;
eSym->Lface = NULL;
eSym->winding = 0;
eSym->activeRegion = NULL;
return mesh;
}
/* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*/
GLUmesh *__gl_meshUnion( GLUmesh *mesh1, GLUmesh *mesh2 )
{
GLUface *f1 = &mesh1->fHead;
GLUvertex *v1 = &mesh1->vHead;
GLUhalfEdge *e1 = &mesh1->eHead;
GLUface *f2 = &mesh2->fHead;
GLUvertex *v2 = &mesh2->vHead;
GLUhalfEdge *e2 = &mesh2->eHead;
/* Add the faces, vertices, and edges of mesh2 to those of mesh1 */
if( f2->next != f2 ) {
f1->prev->next = f2->next;
f2->next->prev = f1->prev;
f2->prev->next = f1;
f1->prev = f2->prev;
}
if( v2->next != v2 ) {
v1->prev->next = v2->next;
v2->next->prev = v1->prev;
v2->prev->next = v1;
v1->prev = v2->prev;
}
if( e2->next != e2 ) {
e1->Sym->next->Sym->next = e2->next;
e2->next->Sym->next = e1->Sym->next;
e2->Sym->next->Sym->next = e1;
e1->Sym->next = e2->Sym->next;
}
memFree( mesh2 );
return mesh1;
}
#ifdef DELETE_BY_ZAPPING
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
void __gl_meshDeleteMesh( GLUmesh *mesh )
{
GLUface *fHead = &mesh->fHead;
while( fHead->next != fHead ) {
__gl_meshZapFace( fHead->next );
}
assert( mesh->vHead.next == &mesh->vHead );
memFree( mesh );
}
#else
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
void __gl_meshDeleteMesh( GLUmesh *mesh )
{
GLUface *f, *fNext;
GLUvertex *v, *vNext;
GLUhalfEdge *e, *eNext;
for( f = mesh->fHead.next; f != &mesh->fHead; f = fNext ) {
fNext = f->next;
memFree( f );
}
for( v = mesh->vHead.next; v != &mesh->vHead; v = vNext ) {
vNext = v->next;
memFree( v );
}
for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
/* One call frees both e and e->Sym (see EdgePair above) */
eNext = e->next;
memFree( e );
}
memFree( mesh );
}
#endif
#ifndef NDEBUG
/* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
*/
void __gl_meshCheckMesh( GLUmesh *mesh )
{
GLUface *fHead = &mesh->fHead;
GLUvertex *vHead = &mesh->vHead;
GLUhalfEdge *eHead = &mesh->eHead;
GLUface *f, *fPrev;
GLUvertex *v, *vPrev;
GLUhalfEdge *e, *ePrev;
fPrev = fHead;
for( fPrev = fHead ; (f = fPrev->next) != fHead; fPrev = f) {
assert( f->prev == fPrev );
e = f->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Lface == f );
e = e->Lnext;
} while( e != f->anEdge );
}
assert( f->prev == fPrev && f->anEdge == NULL && f->data == NULL );
vPrev = vHead;
for( vPrev = vHead ; (v = vPrev->next) != vHead; vPrev = v) {
assert( v->prev == vPrev );
e = v->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Org == v );
e = e->Onext;
} while( e != v->anEdge );
}
assert( v->prev == vPrev && v->anEdge == NULL && v->data == NULL );
ePrev = eHead;
for( ePrev = eHead ; (e = ePrev->next) != eHead; ePrev = e) {
assert( e->Sym->next == ePrev->Sym );
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Org != NULL );
assert( e->Dst != NULL );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
}
assert( e->Sym->next == ePrev->Sym
&& e->Sym == &mesh->eHeadSym
&& e->Sym->Sym == e
&& e->Org == NULL && e->Dst == NULL
&& e->Lface == NULL && e->Rface == NULL );
}
#endif
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