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📄 monotriangulation.h

📁 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. *//*** $Header: /home/krh/git/sync/mesa-cvs-repo/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"#include "arc.h"class Backend;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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