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📄 tessmono.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. *//*** Author: Eric Veach, July 1994.**** $Date: 2001/03/17 00:25:41 $ $Revision: 1.1 $** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libtess/tessmono.c,v 1.1 2001/03/17 00:25:41 brianp Exp $*/#include "gluos.h"#include <stdlib.h>#include "geom.h"#include "mesh.h"#include "tessmono.h"#include <assert.h>#define AddWinding(eDst,eSrc)	(eDst->winding += eSrc->winding, \				 eDst->Sym->winding += eSrc->Sym->winding)/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region * (what else would it do??)  The region must consist of a single * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this * case means that any vertical line intersects the interior of the * region in a single interval.   * * Tessellation consists of adding interior edges (actually pairs of * half-edges), to split the region into non-overlapping triangles. * * The basic idea is explained in Preparata and Shamos (which I don''t * have handy right now), although their implementation is more * complicated than this one.  The are two edge chains, an upper chain * and a lower chain.  We process all vertices from both chains in order, * from right to left. * * The algorithm ensures that the following invariant holds after each * vertex is processed: the untessellated region consists of two * chains, where one chain (say the upper) is a single edge, and * the other chain is concave.  The left vertex of the single edge * is always to the left of all vertices in the concave chain. * * Each step consists of adding the rightmost unprocessed vertex to one * of the two chains, and forming a fan of triangles from the rightmost * of two chain endpoints.  Determining whether we can add each triangle * to the fan is a simple orientation test.  By making the fan as large * as possible, we restore the invariant (check it yourself). */int __gl_meshTessellateMonoRegion( GLUface *face ){  GLUhalfEdge *up, *lo;  /* All edges are oriented CCW around the boundary of the region.   * First, find the half-edge whose origin vertex is rightmost.   * Since the sweep goes from left to right, face->anEdge should   * be close to the edge we want.   */  up = face->anEdge;  assert( up->Lnext != up && up->Lnext->Lnext != up );  for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )    ;  for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )    ;  lo = up->Lprev;  while( up->Lnext != lo ) {    if( VertLeq( up->Dst, lo->Org )) {      /* up->Dst is on the left.  It is safe to form triangles from lo->Org.       * The EdgeGoesLeft test guarantees progress even when some triangles       * are CW, given that the upper and lower chains are truly monotone.       */      while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )	     || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );	if (tempHalfEdge == NULL) return 0;	lo = tempHalfEdge->Sym;      }      lo = lo->Lprev;    } else {      /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */      while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )	     || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {	GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );	if (tempHalfEdge == NULL) return 0;	up = tempHalfEdge->Sym;      }      up = up->Lnext;    }  }  /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region   * can be tessellated in a fan from this leftmost vertex.   */  assert( lo->Lnext != up );  while( lo->Lnext->Lnext != up ) {    GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );    if (tempHalfEdge == NULL) return 0;    lo = tempHalfEdge->Sym;  }  return 1;}/* __gl_meshTessellateInterior( mesh ) tessellates each region of * the mesh which is marked "inside" the polygon.  Each such region * must be monotone. */int __gl_meshTessellateInterior( GLUmesh *mesh ){  GLUface *f, *next;  /*LINTED*/  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {    /* Make sure we don''t try to tessellate the new triangles. */    next = f->next;    if( f->inside ) {      if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;    }  }  return 1;}/* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces * which are not marked "inside" the polygon.  Since further mesh operations * on NULL faces are not allowed, the main purpose is to clean up the * mesh so that exterior loops are not represented in the data structure. */void __gl_meshDiscardExterior( GLUmesh *mesh ){  GLUface *f, *next;  /*LINTED*/  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {    /* Since f will be destroyed, save its next pointer. */    next = f->next;    if( ! f->inside ) {      __gl_meshZapFace( f );    }  }}#define MARKED_FOR_DELETION	0x7fffffff/* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the * winding numbers on all edges so that regions marked "inside" the * polygon have a winding number of "value", and regions outside * have a winding number of 0. * * If keepOnlyBoundary is TRUE, it also deletes all edges which do not * separate an interior region from an exterior one. */int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,			        GLboolean keepOnlyBoundary ){  GLUhalfEdge *e, *eNext;  for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {    eNext = e->next;    if( e->Rface->inside != e->Lface->inside ) {      /* This is a boundary edge (one side is interior, one is exterior). */      e->winding = (e->Lface->inside) ? value : -value;    } else {      /* Both regions are interior, or both are exterior. */      if( ! keepOnlyBoundary ) {	e->winding = 0;      } else {	if ( !__gl_meshDelete( e ) ) return 0;      }    }  }  return 1;}

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