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📄 monotriangulation.h

📁 mesa-6.5-minigui源码
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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.**** $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

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