49 #define Dot(u,v)  (u[0]*v[0] + u[1]*v[1] + u[2]*v[2]) 
   52 static void Normalize( GLdouble v[3] )
 
   54   GLdouble len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
 
   65 #define ABS(x) ((x) < 0 ? -(x) : (x)) 
   67 static int LongAxis( GLdouble v[3] )
 
   71   if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
 
   72   if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
 
   76 static void ComputeNormal( GLUtesselator *tess, GLdouble norm[3] )
 
   78   GLUvertex *v, *v1, *v2;
 
   79   GLdouble c, tLen2, maxLen2;
 
   80   GLdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
 
   81   GLUvertex *maxVert[3], *minVert[3];
 
   82   GLUvertex *vHead = &tess->mesh->vHead;
 
   85   maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
 
   86   minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
 
   88   for( v = vHead->next; v != vHead; v = v->next ) {
 
   89     for( i = 0; i < 3; ++i ) {
 
   91       if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
 
   92       if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
 
  100   if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
 
  101   if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
 
  102   if( minVal[i] >= maxVal[i] ) {
 
  104     norm[0] = 0; norm[1] = 0; norm[2] = 1;
 
  114   d1[0] = v1->coords[0] - v2->coords[0];
 
  115   d1[1] = v1->coords[1] - v2->coords[1];
 
  116   d1[2] = v1->coords[2] - v2->coords[2];
 
  117   for( v = vHead->next; v != vHead; v = v->next ) {
 
  118     d2[0] = v->coords[0] - v2->coords[0];
 
  119     d2[1] = v->coords[1] - v2->coords[1];
 
  120     d2[2] = v->coords[2] - v2->coords[2];
 
  121     tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
 
  122     tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
 
  123     tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
 
  124     tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
 
  125     if( tLen2 > maxLen2 ) {
 
  135     norm[0] = norm[1] = norm[2] = 0;
 
  136     norm[LongAxis(d1)] = 1;
 
  141 static void CheckOrientation( GLUtesselator *tess )
 
  144   GLUface *f, *fHead = &tess->mesh->fHead;
 
  145   GLUvertex *v, *vHead = &tess->mesh->vHead;
 
  152   for( f = fHead->next; f != fHead; f = f->next ) {
 
  154     if( e->winding <= 0 ) 
continue;
 
  156       area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
 
  158     } 
while( e != f->anEdge );
 
  162     for( v = vHead->next; v != vHead; v = v->next ) {
 
  165     tess->tUnit[0] = - tess->tUnit[0];
 
  166     tess->tUnit[1] = - tess->tUnit[1];
 
  167     tess->tUnit[2] = - tess->tUnit[2];
 
  171 #ifdef FOR_TRITE_TEST_PROGRAM 
  173 extern int RandomSweep;
 
  174 #define S_UNIT_X  (RandomSweep ? (2*drand48()-1) : 1.0) 
  175 #define S_UNIT_Y  (RandomSweep ? (2*drand48()-1) : 0.0) 
  177 #if defined(SLANTED_SWEEP) 
  187 #define S_UNIT_X  0.50941539564955385   
  188 #define S_UNIT_Y  0.86052074622010633 
  198 void __gl_projectPolygon( GLUtesselator *tess )
 
  200   GLUvertex *v, *vHead = &tess->mesh->vHead;
 
  202   GLdouble *sUnit, *tUnit;
 
  203   int i, computedNormal = FALSE;
 
  205   norm[0] = tess->normal[0];
 
  206   norm[1] = tess->normal[1];
 
  207   norm[2] = tess->normal[2];
 
  208   if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
 
  209     ComputeNormal( tess, norm );
 
  210     computedNormal = TRUE;
 
  214   i = LongAxis( norm );
 
  216 #if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT) 
  223   sUnit[(i+1)%3] = S_UNIT_X;
 
  224   sUnit[(i+2)%3] = S_UNIT_Y;
 
  227   w = Dot( sUnit, norm );
 
  228   sUnit[0] -= w * norm[0];
 
  229   sUnit[1] -= w * norm[1];
 
  230   sUnit[2] -= w * norm[2];
 
  234   tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
 
  235   tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
 
  236   tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
 
  241   sUnit[(i+1)%3] = S_UNIT_X;
 
  242   sUnit[(i+2)%3] = S_UNIT_Y;
 
  245   tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
 
  246   tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
 
  250   for( v = vHead->next; v != vHead; v = v->next ) {
 
  251     v->s = Dot( v->coords, sUnit );
 
  252     v->t = Dot( v->coords, tUnit );
 
  254   if( computedNormal ) {
 
  255     CheckOrientation( tess );