geom.c

来自「mesa-6.5-minigui源码」· C语言 代码 · 共 272 行

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/*** License Applicability. Except to the extent portions of this file are** made subject to an alternative license as permitted in the SGI Free** Software License B, Version 1.1 (the "License"), the contents of this** file are subject only to the provisions of the License. You may not use** this file except in compliance with the License. You may obtain a copy** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:** ** http://oss.sgi.com/projects/FreeB** ** Note that, as provided in the License, the Software is distributed on an** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.** ** Original Code. The Original Code is: OpenGL Sample Implementation,** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.** Copyright in any portions created by third parties is as indicated** elsewhere herein. All Rights Reserved.** ** Additional Notice Provisions: The application programming interfaces** established by SGI in conjunction with the Original Code are The** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X** Window System(R) (Version 1.3), released October 19, 1998. This software** was created using the OpenGL(R) version 1.2.1 Sample Implementation** published by SGI, but has not been independently verified as being** compliant with the OpenGL(R) version 1.2.1 Specification.***//*** Author: Eric Veach, July 1994.**** $Date: 2001/03/17 00:25:41 $ $Revision: 1.1 $** $Header: /cvs/mesa/Mesa/src/glu/sgi/libtess/geom.c,v 1.1 2001/03/17 00:25:41 brianp Exp $*/#include "gluos.h"#include <assert.h>#include "mesh.h"#include "geom.h"int __gl_vertLeq( GLUvertex *u, GLUvertex *v ){  /* Returns TRUE if u is lexicographically <= v. */  return VertLeq( u, v );}GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w ){  /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),   * evaluates the t-coord of the edge uw at the s-coord of the vertex v.   * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.   * If uw is vertical (and thus passes thru v), the result is zero.   *   * The calculation is extremely accurate and stable, even when v   * is very close to u or w.  In particular if we set v->t = 0 and   * let r be the negated result (this evaluates (uw)(v->s)), then   * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).   */  GLdouble gapL, gapR;  assert( VertLeq( u, v ) && VertLeq( v, w ));    gapL = v->s - u->s;  gapR = w->s - v->s;  if( gapL + gapR > 0 ) {    if( gapL < gapR ) {      return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));    } else {      return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));    }  }  /* vertical line */  return 0;}GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w ){  /* Returns a number whose sign matches EdgeEval(u,v,w) but which   * is cheaper to evaluate.  Returns > 0, == 0 , or < 0   * as v is above, on, or below the edge uw.   */  GLdouble gapL, gapR;  assert( VertLeq( u, v ) && VertLeq( v, w ));    gapL = v->s - u->s;  gapR = w->s - v->s;  if( gapL + gapR > 0 ) {    return (v->t - w->t) * gapL + (v->t - u->t) * gapR;  }  /* vertical line */  return 0;}/*********************************************************************** * Define versions of EdgeSign, EdgeEval with s and t transposed. */GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w ){  /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),   * evaluates the t-coord of the edge uw at the s-coord of the vertex v.   * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.   * If uw is vertical (and thus passes thru v), the result is zero.   *   * The calculation is extremely accurate and stable, even when v   * is very close to u or w.  In particular if we set v->s = 0 and   * let r be the negated result (this evaluates (uw)(v->t)), then   * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).   */  GLdouble gapL, gapR;  assert( TransLeq( u, v ) && TransLeq( v, w ));    gapL = v->t - u->t;  gapR = w->t - v->t;  if( gapL + gapR > 0 ) {    if( gapL < gapR ) {      return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));    } else {      return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));    }  }  /* vertical line */  return 0;}GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w ){  /* Returns a number whose sign matches TransEval(u,v,w) but which   * is cheaper to evaluate.  Returns > 0, == 0 , or < 0   * as v is above, on, or below the edge uw.   */  GLdouble gapL, gapR;  assert( TransLeq( u, v ) && TransLeq( v, w ));    gapL = v->t - u->t;  gapR = w->t - v->t;  if( gapL + gapR > 0 ) {    return (v->s - w->s) * gapL + (v->s - u->s) * gapR;  }  /* vertical line */  return 0;}int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w ){  /* For almost-degenerate situations, the results are not reliable.   * Unless the floating-point arithmetic can be performed without   * rounding errors, *any* implementation will give incorrect results   * on some degenerate inputs, so the client must have some way to   * handle this situation.   */  return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;}/* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b), * or (x+y)/2 if a==b==0.  It requires that a,b >= 0, and enforces * this in the rare case that one argument is slightly negative. * The implementation is extremely stable numerically. * In particular it guarantees that the result r satisfies * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate * even when a and b differ greatly in magnitude. */#define RealInterpolate(a,x,b,y)			\  (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b,		\  ((a <= b) ? ((b == 0) ? ((x+y) / 2)			\                        : (x + (y-x) * (a/(a+b))))	\            : (y + (x-y) * (b/(a+b)))))#ifndef FOR_TRITE_TEST_PROGRAM#define Interpolate(a,x,b,y)	RealInterpolate(a,x,b,y)#else/* Claim: the ONLY property the sweep algorithm relies on is that * MIN(x,y) <= r <= MAX(x,y).  This is a nasty way to test that. */#include <stdlib.h>extern int RandomInterpolate;GLdouble Interpolate( GLdouble a, GLdouble x, GLdouble b, GLdouble y){printf("*********************%d\n",RandomInterpolate);  if( RandomInterpolate ) {    a = 1.2 * drand48() - 0.1;    a = (a < 0) ? 0 : ((a > 1) ? 1 : a);    b = 1.0 - a;  }  return RealInterpolate(a,x,b,y);}#endif#define Swap(a,b)	if (1) { GLUvertex *t = a; a = b; b = t; } elsevoid __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,			 GLUvertex *o2, GLUvertex *d2,			 GLUvertex *v )/* Given edges (o1,d1) and (o2,d2), compute their point of intersection. * The computed point is guaranteed to lie in the intersection of the * bounding rectangles defined by each edge. */{  GLdouble z1, z2;  /* This is certainly not the most efficient way to find the intersection   * of two line segments, but it is very numerically stable.   *   * Strategy: find the two middle vertices in the VertLeq ordering,   * and interpolate the intersection s-value from these.  Then repeat   * using the TransLeq ordering to find the intersection t-value.   */  if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }  if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }  if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }  if( ! VertLeq( o2, d1 )) {    /* Technically, no intersection -- do our best */    v->s = (o2->s + d1->s) / 2;  } else if( VertLeq( d1, d2 )) {    /* Interpolate between o2 and d1 */    z1 = EdgeEval( o1, o2, d1 );    z2 = EdgeEval( o2, d1, d2 );    if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }    v->s = Interpolate( z1, o2->s, z2, d1->s );  } else {    /* Interpolate between o2 and d2 */    z1 = EdgeSign( o1, o2, d1 );    z2 = -EdgeSign( o1, d2, d1 );    if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }    v->s = Interpolate( z1, o2->s, z2, d2->s );  }  /* Now repeat the process for t */  if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }  if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }  if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }  if( ! TransLeq( o2, d1 )) {    /* Technically, no intersection -- do our best */    v->t = (o2->t + d1->t) / 2;  } else if( TransLeq( d1, d2 )) {    /* Interpolate between o2 and d1 */    z1 = TransEval( o1, o2, d1 );    z2 = TransEval( o2, d1, d2 );    if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }    v->t = Interpolate( z1, o2->t, z2, d1->t );  } else {    /* Interpolate between o2 and d2 */    z1 = TransSign( o1, o2, d1 );    z2 = -TransSign( o1, d2, d1 );    if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }    v->t = Interpolate( z1, o2->t, z2, d2->t );  }}

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