FreeWRL/FreeX3D  3.0.0
tessmono.c
1 /*
2  * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
3  * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice including the dates of first publication and
13  * either this permission notice or a reference to
14  * http://oss.sgi.com/projects/FreeB/
15  * shall be included in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20  * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
21  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
22  * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23  * SOFTWARE.
24  *
25  * Except as contained in this notice, the name of Silicon Graphics, Inc.
26  * shall not be used in advertising or otherwise to promote the sale, use or
27  * other dealings in this Software without prior written authorization from
28  * Silicon Graphics, Inc.
29  */
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 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
43  * (what else would it do??) The region must consist of a single
44  * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
45  * case means that any vertical line intersects the interior of the
46  * region in a single interval.
47  *
48  * Tessellation consists of adding interior edges (actually pairs of
49  * half-edges), to split the region into non-overlapping triangles.
50  *
51  * The basic idea is explained in Preparata and Shamos (which I don''t
52  * have handy right now), although their implementation is more
53  * complicated than this one. The are two edge chains, an upper chain
54  * and a lower chain. We process all vertices from both chains in order,
55  * from right to left.
56  *
57  * The algorithm ensures that the following invariant holds after each
58  * vertex is processed: the untessellated region consists of two
59  * chains, where one chain (say the upper) is a single edge, and
60  * the other chain is concave. The left vertex of the single edge
61  * is always to the left of all vertices in the concave chain.
62  *
63  * Each step consists of adding the rightmost unprocessed vertex to one
64  * of the two chains, and forming a fan of triangles from the rightmost
65  * of two chain endpoints. Determining whether we can add each triangle
66  * to the fan is a simple orientation test. By making the fan as large
67  * as possible, we restore the invariant (check it yourself).
68  */
69 int __gl_meshTessellateMonoRegion( GLUface *face )
70 {
71  GLUhalfEdge *up, *lo;
72 
73  /* All edges are oriented CCW around the boundary of the region.
74  * First, find the half-edge whose origin vertex is rightmost.
75  * Since the sweep goes from left to right, face->anEdge should
76  * be close to the edge we want.
77  */
78  up = face->anEdge;
79  assert( up->Lnext != up && up->Lnext->Lnext != up );
80 
81  for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
82  ;
83  for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
84  ;
85  lo = up->Lprev;
86 
87  while( up->Lnext != lo ) {
88  if( VertLeq( up->Dst, lo->Org )) {
89  /* up->Dst is on the left. It is safe to form triangles from lo->Org.
90  * The EdgeGoesLeft test guarantees progress even when some triangles
91  * are CW, given that the upper and lower chains are truly monotone.
92  */
93  while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
94  || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
95  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
96  if (tempHalfEdge == NULL) return 0;
97  lo = tempHalfEdge->Sym;
98  }
99  lo = lo->Lprev;
100  } else {
101  /* lo->Org is on the left. We can make CCW triangles from up->Dst. */
102  while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
103  || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
104  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
105  if (tempHalfEdge == NULL) return 0;
106  up = tempHalfEdge->Sym;
107  }
108  up = up->Lnext;
109  }
110  }
111 
112  /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
113  * can be tessellated in a fan from this leftmost vertex.
114  */
115  assert( lo->Lnext != up );
116  while( lo->Lnext->Lnext != up ) {
117  GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
118  if (tempHalfEdge == NULL) return 0;
119  lo = tempHalfEdge->Sym;
120  }
121 
122  return 1;
123 }
124 
125 
126 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
127  * the mesh which is marked "inside" the polygon. Each such region
128  * must be monotone.
129  */
130 int __gl_meshTessellateInterior( GLUmesh *mesh )
131 {
132  GLUface *f, *next;
133 
134  /*LINTED*/
135  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
136  /* Make sure we don''t try to tessellate the new triangles. */
137  next = f->next;
138  if( f->inside ) {
139  if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
140  }
141  }
142 
143  return 1;
144 }
145 
146 
147 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
148  * which are not marked "inside" the polygon. Since further mesh operations
149  * on NULL faces are not allowed, the main purpose is to clean up the
150  * mesh so that exterior loops are not represented in the data structure.
151  */
152 void __gl_meshDiscardExterior( GLUmesh *mesh )
153 {
154  GLUface *f, *next;
155 
156  /*LINTED*/
157  for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
158  /* Since f will be destroyed, save its next pointer. */
159  next = f->next;
160  if( ! f->inside ) {
161  __gl_meshZapFace( f );
162  }
163  }
164 }
165 
166 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
167  * winding numbers on all edges so that regions marked "inside" the
168  * polygon have a winding number of "value", and regions outside
169  * have a winding number of 0.
170  *
171  * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
172  * separate an interior region from an exterior one.
173  */
174 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
175  GLboolean keepOnlyBoundary )
176 {
177  GLUhalfEdge *e, *eNext;
178 
179  for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
180  eNext = e->next;
181  if( e->Rface->inside != e->Lface->inside ) {
182 
183  /* This is a boundary edge (one side is interior, one is exterior). */
184  e->winding = (e->Lface->inside) ? value : -value;
185  } else {
186 
187  /* Both regions are interior, or both are exterior. */
188  if( ! keepOnlyBoundary ) {
189  e->winding = 0;
190  } else {
191  if ( !__gl_meshDelete( e ) ) return 0;
192  }
193  }
194  }
195  return 1;
196 }
Definition: mesh.h:163
Definition: mesh.h:126