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tessmono.c
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30 /*
31 ** Author: Eric Veach, July 1994.
32 **
33 */
34 
35 #include "gluos.h"
36 #include <stdlib.h>
37 #include "geom.h"
38 #include "mesh.h"
39 #include "tessmono.h"
40 #include <assert.h>
41 
42 #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
43  eDst->Sym->winding += eSrc->Sym->winding)
44 
45 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
46  * (what else would it do??) The region must consist of a single
47  * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
48  * case means that any vertical line intersects the interior of the
49  * region in a single interval.
50  *
51  * Tessellation consists of adding interior edges (actually pairs of
52  * half-edges), to split the region into non-overlapping triangles.
53  *
54  * The basic idea is explained in Preparata and Shamos (which I don''t
55  * have handy right now), although their implementation is more
56  * complicated than this one. The are two edge chains, an upper chain
57  * and a lower chain. We process all vertices from both chains in order,
58  * from right to left.
59  *
60  * The algorithm ensures that the following invariant holds after each
61  * vertex is processed: the untessellated region consists of two
62  * chains, where one chain (say the upper) is a single edge, and
63  * the other chain is concave. The left vertex of the single edge
64  * is always to the left of all vertices in the concave chain.
65  *
66  * Each step consists of adding the rightmost unprocessed vertex to one
67  * of the two chains, and forming a fan of triangles from the rightmost
68  * of two chain endpoints. Determining whether we can add each triangle
69  * to the fan is a simple orientation test. By making the fan as large
70  * as possible, we restore the invariant (check it yourself).
71  */
72 int __gl_meshTessellateMonoRegion( GLUface *face )
73 {
74  GLUhalfEdge *up, *lo;
75 
76  /* All edges are oriented CCW around the boundary of the region.
77  * First, find the half-edge whose origin vertex is rightmost.
78  * Since the sweep goes from left to right, face->anEdge should
79  * be close to the edge we want.
80  */
81  up = face->anEdge;
82  assert( up->Lnext != up && up->Lnext->Lnext != up );
83 
84  for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
85  ;
86  for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
87  ;
88  lo = up->Lprev;
89 
90  while( up->Lnext != lo ) {
91  if( VertLeq( up->Dst, lo->Org )) {
92  /* up->Dst is on the left. It is safe to form triangles from lo->Org.
93  * The EdgeGoesLeft test guarantees progress even when some triangles
94  * are CW, given that the upper and lower chains are truly monotone.
95  */
96  while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
97  || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
98  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
99  if (tempHalfEdge == NULL) return 0;
100  lo = tempHalfEdge->Sym;
101  }
102  lo = lo->Lprev;
103  } else {
104  /* lo->Org is on the left. We can make CCW triangles from up->Dst. */
105  while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
106  || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
107  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
108  if (tempHalfEdge == NULL) return 0;
109  up = tempHalfEdge->Sym;
110  }
111  up = up->Lnext;
112  }
113  }
114 
115  /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
116  * can be tessellated in a fan from this leftmost vertex.
117  */
118  assert( lo->Lnext != up );
119  while( lo->Lnext->Lnext != up ) {
120  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
121  if (tempHalfEdge == NULL) return 0;
122  lo = tempHalfEdge->Sym;
123  }
124 
125  return 1;
126 }
127 
128 
129 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
130  * the mesh which is marked "inside" the polygon. Each such region
131  * must be monotone.
132  */
133 int __gl_meshTessellateInterior( GLUmesh *mesh )
134 {
135  GLUface *f, *next;
136 
137  /*LINTED*/
138  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
139  /* Make sure we don''t try to tessellate the new triangles. */
140  next = f->next;
141  if( f->inside ) {
142  if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
143  }
144  }
145 
146  return 1;
147 }
148 
149 
150 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
151  * which are not marked "inside" the polygon. Since further mesh operations
152  * on NULL faces are not allowed, the main purpose is to clean up the
153  * mesh so that exterior loops are not represented in the data structure.
154  */
155 void __gl_meshDiscardExterior( GLUmesh *mesh )
156 {
157  GLUface *f, *next;
158 
159  /*LINTED*/
160  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
161  /* Since f will be destroyed, save its next pointer. */
162  next = f->next;
163  if( ! f->inside ) {
164  __gl_meshZapFace( f );
165  }
166  }
167 }
168 
169 #define MARKED_FOR_DELETION 0x7fffffff
170 
171 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
172  * winding numbers on all edges so that regions marked "inside" the
173  * polygon have a winding number of "value", and regions outside
174  * have a winding number of 0.
175  *
176  * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
177  * separate an interior region from an exterior one.
178  */
179 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
180  GLboolean keepOnlyBoundary )
181 {
182  GLUhalfEdge *e, *eNext;
183 
184  for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
185  eNext = e->next;
186  if( e->Rface->inside != e->Lface->inside ) {
187 
188  /* This is a boundary edge (one side is interior, one is exterior). */
189  e->winding = (e->Lface->inside) ? value : -value;
190  } else {
191 
192  /* Both regions are interior, or both are exterior. */
193  if( ! keepOnlyBoundary ) {
194  e->winding = 0;
195  } else {
196  if ( !__gl_meshDelete( e ) ) return 0;
197  }
198  }
199  }
200  return 1;
201 }