📄 monotriangulation.h
字号:
/*** 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.**** $Date: 2001/03/17 00:25:41 $ $Revision: 1.1 $*//*** $Header: /cvs/mesa/Mesa/src/glu/sgi/libnurbs/nurbtess/monoTriangulation.h,v 1.1 2001/03/17 00:25:41 brianp Exp $*/#ifndef _MONO_TRIANGULATION_H#define _MONO_TRIANGULATION_H#include "definitions.h"#include "primitiveStream.h"#include "directedLine.h"class Backend;class Arc;typedef Arc *Arc_ptr;class reflexChain{ Real2 *queue; /*the order of the polygon vertices: either q[0],q[1].., or * q[n-1], q[n-2], ..., q[0] *this order determines the interior of the polygon, so it *also used to determines whether a chain is reflex or convex */ Int isIncreasing; Int index_queue; Int size_queue; /*allocated size*/ public: reflexChain(Int size, Int isIncreasing); ~reflexChain(); void insert(Real u, Real v); void insert(Real v[2]); void processNewVertex(Real v[2], primStream* pStream); void outputFan(Real v[2], primStream* pStream); void processNewVertex(Real v[2], Backend* backend); void outputFan(Real v[2], Backend* backend); void print();};/*dynamic array of pointers to reals. *Intended to store an array of (u,v). *Notice that it doesn't allocate or dealocate the space *for the (u,v) themselfs. So it assums that someone else *is taking care of them, while this class only plays with *the pointers. */class vertexArray{ Real** array; Int index; Int size;public: vertexArray(Int s); vertexArray(Real vertices[][2], Int nVertices); ~vertexArray(); void appendVertex(Real* ptr); /*the content (pointed by ptr is NOT copied*/ Real* getVertex(Int i) {return array[i];} Real** getArray() {return array;} Int getNumElements() {return index;} Int findIndexAbove(Real v); Int findIndexAboveGen(Real v, Int startIndex, Int EndIndex); Int findIndexBelowGen(Real v, Int startIndex, Int EndIndex); Int findIndexStrictBelowGen(Real v, Int startIndex, Int EndIndex); Int findIndexFirstAboveEqualGen(Real v, Int startIndex, Int endIndex); Int skipEqualityFromStart(Real v, Int start, Int end); //return i such that fron [i+1, end] is strictly U-monotone (left to right Int findDecreaseChainFromEnd(Int begin, Int end); void print();};void monoTriangulation(directedLine* monoPolygon, primStream* pStream);void monoTriangulationRec(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, vertexArray* dec_chain, Int dec_current, primStream* pStream);void monoTriangulationRec(directedLine* inc_chain, Int inc_index, directedLine* dec_chain, Int dec_index, directedLine* topVertex, Int top_index, directedLine* botVertex, primStream* pStream);/*the chain could be increasing or decreasing, although we use the * name inc_chain. *the argument is_increase_chain indicates whether this chain *is increasing (left chain in V-monotone case) or decreaing (right chain *in V-monotone case). */void monoTriangulation2(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_smallIndex, Int inc_largeIndex, Int is_increase_chain, primStream* pStream);void monoTriangulationRecGen(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, Int inc_end, vertexArray* dec_chain, Int dec_current, Int dec_end, primStream* pStream); void monoTriangulationRecGenOpt(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, Int inc_end, vertexArray* dec_chain, Int dec_current, Int dec_end, primStream* pStream); void triangulateXYMonoTB(Int n_left, Real** leftVerts, Int n_right, Real** rightVerts, primStream* pStream);void monoTriangulationRecGenTBOpt(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, Int inc_end, vertexArray* dec_chain, Int dec_current, Int dec_end, primStream* pStream);void monoTriangulationRecOpt(Real* topVertex, Real* botVertex, vertexArray* left_chain, Int left_current, vertexArray* right_chain, Int right_current, primStream* pStream);void monoTriangulationRecFunGen(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, Int inc_end, vertexArray* dec_chain, Int dec_current, Int dec_end, Int (*compFun)(Real*, Real*), primStream* pStream);void monoTriangulationRecFun(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, vertexArray* dec_chain, Int dec_current, Int (*compFun)(Real*, Real*), primStream* pStream);void monoTriangulationFun(directedLine* monoPolygon, Int (*compFun)(Real*, Real*), primStream* pStream);void monoTriangulationRec(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, vertexArray* dec_chain, Int dec_current, Backend* backend);void monoTriangulationFunBackend(Arc_ptr loop, Int (*compFun)(Real*, Real*), Backend* backend);void monoTriangulationRecFunBackend(Real* topVertex, Real* botVertex, vertexArray* inc_chain, Int inc_current, vertexArray* dec_chain, Int dec_current, Int (*compFun)(Real*, Real*), Backend* backend);void monoTriangulationOpt(directedLine* poly, primStream* pStream);#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -