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62 lines
2.5 KiB
62 lines
2.5 KiB
#ifndef __sweep_h_
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#define __sweep_h_
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/*
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** Copyright 1994, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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** Author: Eric Veach, July 1994.
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*/
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#include "mesh.h"
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/* __gl_computeInterior( tess ) computes the planar arrangement specified
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* by the given contours, and further subdivides this arrangement
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* into regions. Each region is marked "inside" if it belongs
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* to the polygon, according to the rule given by tess->windingRule.
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* Each interior region is guaranteed be monotone.
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*/
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void __gl_computeInterior( GLUtesselator *tess );
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/* The following is here *only* for access by debugging routines */
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#include "dict.h"
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/* For each pair of adjacent edges crossing the sweep line, there is
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* an ActiveRegion to represent the region between them. The active
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* regions are kept in sorted order in a dynamic dictionary. As the
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* sweep line crosses each vertex, we update the affected regions.
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*/
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struct ActiveRegion {
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GLUhalfEdge *eUp; /* upper edge, directed right to left */
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DictNode *nodeUp; /* dictionary node corresponding to eUp */
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int windingNumber; /* used to determine which regions are
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* inside the polygon */
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GLboolean inside; /* is this region inside the polygon? */
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GLboolean sentinel; /* marks fake edges at t = +/-infinity */
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GLboolean dirty; /* marks regions where the upper or lower
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* edge has changed, but we haven't checked
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* whether they intersect yet */
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GLboolean fixUpperEdge; /* marks temporary edges introduced when
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* we process a "right vertex" (one without
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* any edges leaving to the right) */
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};
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#define RegionBelow(r) ((ActiveRegion *) dictKey(dictPred((r)->nodeUp)))
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#define RegionAbove(r) ((ActiveRegion *) dictKey(dictSucc((r)->nodeUp)))
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#endif
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