/* ** Copyright 1994, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Author: Eric Veach, July 1994. */ #include "geom.h" #include "mesh.h" #include "tessmono.h" #include #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \ eDst->Sym->winding += eSrc->Sym->winding) /* __gl_meshTesselateMonoRegion( face ) tesselates 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. * * Tesselation 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 untesselated 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). */ void __gl_meshTesselateMonoRegion( 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 )) { lo = __gl_meshConnect( lo->Lnext, lo )->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 )) { up = __gl_meshConnect( up, up->Lprev )->Sym; } up = up->Lnext; } } /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region * can be tesselated in a fan from this leftmost vertex. */ assert( lo->Lnext != up ); while( lo->Lnext->Lnext != up ) { lo = __gl_meshConnect( lo->Lnext, lo )->Sym; } } /* __gl_meshTesselateInterior( mesh ) tesselates each region of * the mesh which is marked "inside" the polygon. Each such region * must be monotone. */ void __gl_meshTesselateInterior( GLUmesh *mesh ) { GLUface *f, *next; /*LINTED*/ for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) { /* Make sure we don''t try to tesselate the new triangles. */ next = f->next; if( f->inside ) { __gl_meshTesselateMonoRegion( f ); } } } /* __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. */ void __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 { __gl_meshDelete( e ); } } } }