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1114 lines
28 KiB
C
1114 lines
28 KiB
C
/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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*/
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#include <stddef.h>
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#include <assert.h>
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#include <setjmp.h>
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#include "bucketalloc.h"
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#include "tess.h"
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#include "mesh.h"
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#include "sweep.h"
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#include "geom.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define TRUE 1
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#define FALSE 0
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#define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
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#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
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static void Normalize( TESSreal v[3] )
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{
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TESSreal len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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assert( len > 0 );
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len = sqrtf( len );
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v[0] /= len;
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v[1] /= len;
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v[2] /= len;
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}
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#endif
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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static int LongAxis( TESSreal v[3] )
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{
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int i = 0;
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if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
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if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
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return i;
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}
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static int ShortAxis( TESSreal v[3] )
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{
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int i = 0;
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if( ABS(v[1]) < ABS(v[0]) ) { i = 1; }
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if( ABS(v[2]) < ABS(v[i]) ) { i = 2; }
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return i;
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}
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static void ComputeNormal( TESStesselator *tess, TESSreal norm[3] )
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{
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TESSvertex *v, *v1, *v2;
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TESSreal c, tLen2, maxLen2;
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TESSreal maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
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TESSvertex *maxVert[3], *minVert[3];
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TESSvertex *vHead = &tess->mesh->vHead;
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int i;
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v = vHead->next;
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for( i = 0; i < 3; ++i ) {
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c = v->coords[i];
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minVal[i] = c;
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minVert[i] = v;
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maxVal[i] = c;
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maxVert[i] = v;
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}
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for( v = vHead->next; v != vHead; v = v->next ) {
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for( i = 0; i < 3; ++i ) {
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c = v->coords[i];
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if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
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if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
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}
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}
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/* Find two vertices separated by at least 1/sqrt(3) of the maximum
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* distance between any two vertices
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*/
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i = 0;
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if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
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if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
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if( minVal[i] >= maxVal[i] ) {
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/* All vertices are the same -- normal doesn't matter */
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norm[0] = 0; norm[1] = 0; norm[2] = 1;
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return;
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}
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/* Look for a third vertex which forms the triangle with maximum area
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* (Length of normal == twice the triangle area)
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*/
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maxLen2 = 0;
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v1 = minVert[i];
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v2 = maxVert[i];
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d1[0] = v1->coords[0] - v2->coords[0];
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d1[1] = v1->coords[1] - v2->coords[1];
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d1[2] = v1->coords[2] - v2->coords[2];
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for( v = vHead->next; v != vHead; v = v->next ) {
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d2[0] = v->coords[0] - v2->coords[0];
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d2[1] = v->coords[1] - v2->coords[1];
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d2[2] = v->coords[2] - v2->coords[2];
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tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
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tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
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tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
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tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
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if( tLen2 > maxLen2 ) {
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maxLen2 = tLen2;
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norm[0] = tNorm[0];
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norm[1] = tNorm[1];
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norm[2] = tNorm[2];
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}
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}
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if( maxLen2 <= 0 ) {
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/* All points lie on a single line -- any decent normal will do */
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norm[0] = norm[1] = norm[2] = 0;
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norm[ShortAxis(d1)] = 1;
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}
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}
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static void CheckOrientation( TESStesselator *tess )
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{
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TESSreal area;
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TESSface *f, *fHead = &tess->mesh->fHead;
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TESSvertex *v, *vHead = &tess->mesh->vHead;
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TESShalfEdge *e;
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/* When we compute the normal automatically, we choose the orientation
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* so that the the sum of the signed areas of all contours is non-negative.
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*/
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area = 0;
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for( f = fHead->next; f != fHead; f = f->next ) {
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e = f->anEdge;
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if( e->winding <= 0 ) continue;
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do {
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area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
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e = e->Lnext;
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} while( e != f->anEdge );
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}
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if( area < 0 ) {
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/* Reverse the orientation by flipping all the t-coordinates */
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for( v = vHead->next; v != vHead; v = v->next ) {
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v->t = - v->t;
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}
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tess->tUnit[0] = - tess->tUnit[0];
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tess->tUnit[1] = - tess->tUnit[1];
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tess->tUnit[2] = - tess->tUnit[2];
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}
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}
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#ifdef FOR_TRITE_TEST_PROGRAM
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#include <stdlib.h>
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extern int RandomSweep;
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#define S_UNIT_X (RandomSweep ? (2*drand48()-1) : 1.0)
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#define S_UNIT_Y (RandomSweep ? (2*drand48()-1) : 0.0)
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#else
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#if defined(SLANTED_SWEEP)
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/* The "feature merging" is not intended to be complete. There are
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* special cases where edges are nearly parallel to the sweep line
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* which are not implemented. The algorithm should still behave
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* robustly (ie. produce a reasonable tesselation) in the presence
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* of such edges, however it may miss features which could have been
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* merged. We could minimize this effect by choosing the sweep line
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* direction to be something unusual (ie. not parallel to one of the
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* coordinate axes).
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*/
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#define S_UNIT_X (TESSreal)0.50941539564955385 /* Pre-normalized */
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#define S_UNIT_Y (TESSreal)0.86052074622010633
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#else
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#define S_UNIT_X (TESSreal)1.0
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#define S_UNIT_Y (TESSreal)0.0
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#endif
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#endif
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/* Determine the polygon normal and project vertices onto the plane
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* of the polygon.
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*/
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void tessProjectPolygon( TESStesselator *tess )
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{
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TESSvertex *v, *vHead = &tess->mesh->vHead;
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TESSreal norm[3];
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TESSreal *sUnit, *tUnit;
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int i, first, computedNormal = FALSE;
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norm[0] = tess->normal[0];
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norm[1] = tess->normal[1];
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norm[2] = tess->normal[2];
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if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
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ComputeNormal( tess, norm );
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computedNormal = TRUE;
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}
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sUnit = tess->sUnit;
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tUnit = tess->tUnit;
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i = LongAxis( norm );
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#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
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/* Choose the initial sUnit vector to be approximately perpendicular
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* to the normal.
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*/
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Normalize( norm );
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sUnit[i] = 0;
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sUnit[(i+1)%3] = S_UNIT_X;
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sUnit[(i+2)%3] = S_UNIT_Y;
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/* Now make it exactly perpendicular */
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w = Dot( sUnit, norm );
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sUnit[0] -= w * norm[0];
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sUnit[1] -= w * norm[1];
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sUnit[2] -= w * norm[2];
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Normalize( sUnit );
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/* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
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tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
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tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
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tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
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Normalize( tUnit );
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#else
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/* Project perpendicular to a coordinate axis -- better numerically */
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sUnit[i] = 0;
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sUnit[(i+1)%3] = S_UNIT_X;
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sUnit[(i+2)%3] = S_UNIT_Y;
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tUnit[i] = 0;
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tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
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tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
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#endif
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/* Project the vertices onto the sweep plane */
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for( v = vHead->next; v != vHead; v = v->next )
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{
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v->s = Dot( v->coords, sUnit );
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v->t = Dot( v->coords, tUnit );
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}
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if( computedNormal ) {
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CheckOrientation( tess );
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}
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/* Compute ST bounds. */
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first = 1;
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for( v = vHead->next; v != vHead; v = v->next )
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{
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if (first)
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{
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tess->bmin[0] = tess->bmax[0] = v->s;
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tess->bmin[1] = tess->bmax[1] = v->t;
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first = 0;
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}
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else
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{
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if (v->s < tess->bmin[0]) tess->bmin[0] = v->s;
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if (v->s > tess->bmax[0]) tess->bmax[0] = v->s;
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if (v->t < tess->bmin[1]) tess->bmin[1] = v->t;
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if (v->t > tess->bmax[1]) tess->bmax[1] = v->t;
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}
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}
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}
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#define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
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eDst->Sym->winding += eSrc->Sym->winding)
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/* tessMeshTessellateMonoRegion( face ) tessellates a monotone region
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* (what else would it do??) The region must consist of a single
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* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
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* case means that any vertical line intersects the interior of the
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* region in a single interval.
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*
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* Tessellation consists of adding interior edges (actually pairs of
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* half-edges), to split the region into non-overlapping triangles.
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*
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* The basic idea is explained in Preparata and Shamos (which I don''t
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* have handy right now), although their implementation is more
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* complicated than this one. The are two edge chains, an upper chain
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* and a lower chain. We process all vertices from both chains in order,
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* from right to left.
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*
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* The algorithm ensures that the following invariant holds after each
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* vertex is processed: the untessellated region consists of two
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* chains, where one chain (say the upper) is a single edge, and
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* the other chain is concave. The left vertex of the single edge
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* is always to the left of all vertices in the concave chain.
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*
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* Each step consists of adding the rightmost unprocessed vertex to one
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* of the two chains, and forming a fan of triangles from the rightmost
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* of two chain endpoints. Determining whether we can add each triangle
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* to the fan is a simple orientation test. By making the fan as large
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* as possible, we restore the invariant (check it yourself).
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*/
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int tessMeshTessellateMonoRegion( TESSmesh *mesh, TESSface *face )
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{
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TESShalfEdge *up, *lo;
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/* All edges are oriented CCW around the boundary of the region.
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* First, find the half-edge whose origin vertex is rightmost.
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* Since the sweep goes from left to right, face->anEdge should
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* be close to the edge we want.
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*/
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up = face->anEdge;
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assert( up->Lnext != up && up->Lnext->Lnext != up );
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for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
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;
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for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
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;
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lo = up->Lprev;
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while( up->Lnext != lo ) {
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if( VertLeq( up->Dst, lo->Org )) {
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/* up->Dst is on the left. It is safe to form triangles from lo->Org.
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* The EdgeGoesLeft test guarantees progress even when some triangles
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* are CW, given that the upper and lower chains are truly monotone.
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*/
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while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
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|| EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
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TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
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if (tempHalfEdge == NULL) return 0;
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lo = tempHalfEdge->Sym;
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}
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lo = lo->Lprev;
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} else {
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/* lo->Org is on the left. We can make CCW triangles from up->Dst. */
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while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
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|| EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
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TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, up, up->Lprev );
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if (tempHalfEdge == NULL) return 0;
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up = tempHalfEdge->Sym;
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}
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up = up->Lnext;
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}
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}
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/* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
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* can be tessellated in a fan from this leftmost vertex.
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*/
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assert( lo->Lnext != up );
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while( lo->Lnext->Lnext != up ) {
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TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
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if (tempHalfEdge == NULL) return 0;
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lo = tempHalfEdge->Sym;
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}
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return 1;
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}
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/* tessMeshTessellateInterior( mesh ) tessellates each region of
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* the mesh which is marked "inside" the polygon. Each such region
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* must be monotone.
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*/
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int tessMeshTessellateInterior( TESSmesh *mesh )
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{
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TESSface *f, *next;
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/*LINTED*/
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for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
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/* Make sure we don''t try to tessellate the new triangles. */
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next = f->next;
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if( f->inside ) {
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if ( !tessMeshTessellateMonoRegion( mesh, f ) ) return 0;
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}
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}
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return 1;
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}
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typedef struct EdgeStackNode EdgeStackNode;
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typedef struct EdgeStack EdgeStack;
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struct EdgeStackNode {
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TESShalfEdge *edge;
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EdgeStackNode *next;
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};
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struct EdgeStack {
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EdgeStackNode *top;
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struct BucketAlloc *nodeBucket;
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};
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int stackInit( EdgeStack *stack, TESSalloc *alloc )
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{
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stack->top = NULL;
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stack->nodeBucket = createBucketAlloc( alloc, "CDT nodes", sizeof(EdgeStackNode), 512 );
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return stack->nodeBucket != NULL;
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}
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void stackDelete( EdgeStack *stack )
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{
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deleteBucketAlloc( stack->nodeBucket );
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}
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int stackEmpty( EdgeStack *stack )
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{
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return stack->top == NULL;
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}
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void stackPush( EdgeStack *stack, TESShalfEdge *e )
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{
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EdgeStackNode *node = (EdgeStackNode *)bucketAlloc( stack->nodeBucket );
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if ( ! node ) return;
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node->edge = e;
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node->next = stack->top;
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stack->top = node;
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}
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TESShalfEdge *stackPop( EdgeStack *stack )
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{
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TESShalfEdge *e = NULL;
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EdgeStackNode *node = stack->top;
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if (node) {
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stack->top = node->next;
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e = node->edge;
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bucketFree( stack->nodeBucket, node );
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}
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return e;
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}
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// Starting with a valid triangulation, uses the Edge Flip algorithm to
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// refine the triangulation into a Constrained Delaunay Triangulation.
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void tessMeshRefineDelaunay( TESSmesh *mesh, TESSalloc *alloc )
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{
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// At this point, we have a valid, but not optimal, triangulation.
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// We refine the triangulation using the Edge Flip algorithm
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//
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// 1) Find all internal edges
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// 2) Mark all dual edges
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// 3) insert all dual edges into a queue
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TESSface *f;
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EdgeStack stack;
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TESShalfEdge *e;
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int maxFaces = 0, maxIter = 0, iter = 0;
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stackInit(&stack, alloc);
|
|
|
|
for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
|
|
if ( f->inside) {
|
|
e = f->anEdge;
|
|
do {
|
|
e->mark = EdgeIsInternal(e); // Mark internal edges
|
|
if (e->mark && !e->Sym->mark) stackPush(&stack, e); // Insert into queue
|
|
e = e->Lnext;
|
|
} while (e != f->anEdge);
|
|
maxFaces++;
|
|
}
|
|
}
|
|
|
|
// The algorithm should converge on O(n^2), since the predicate is not robust,
|
|
// we'll save guard against infinite loop.
|
|
maxIter = maxFaces * maxFaces;
|
|
|
|
// Pop stack until we find a reversed edge
|
|
// Flip the reversed edge, and insert any of the four opposite edges
|
|
// which are internal and not already in the stack (!marked)
|
|
while (!stackEmpty(&stack) && iter < maxIter) {
|
|
e = stackPop(&stack);
|
|
e->mark = e->Sym->mark = 0;
|
|
if (!tesedgeIsLocallyDelaunay(e)) {
|
|
TESShalfEdge *edges[4];
|
|
int i;
|
|
tessMeshFlipEdge(mesh, e);
|
|
// for each opposite edge
|
|
edges[0] = e->Lnext;
|
|
edges[1] = e->Lprev;
|
|
edges[2] = e->Sym->Lnext;
|
|
edges[3] = e->Sym->Lprev;
|
|
for (i = 0; i < 4; i++) {
|
|
if (!edges[i]->mark && EdgeIsInternal(edges[i])) {
|
|
edges[i]->mark = edges[i]->Sym->mark = 1;
|
|
stackPush(&stack, edges[i]);
|
|
}
|
|
}
|
|
}
|
|
iter++;
|
|
}
|
|
|
|
stackDelete(&stack);
|
|
}
|
|
|
|
|
|
/* tessMeshDiscardExterior( 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 tessMeshDiscardExterior( TESSmesh *mesh )
|
|
{
|
|
TESSface *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 ) {
|
|
tessMeshZapFace( mesh, f );
|
|
}
|
|
}
|
|
}
|
|
|
|
/* tessMeshSetWindingNumber( 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.
|
|
*/
|
|
int tessMeshSetWindingNumber( TESSmesh *mesh, int value,
|
|
int keepOnlyBoundary )
|
|
{
|
|
TESShalfEdge *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 {
|
|
if ( !tessMeshDelete( mesh, e ) ) return 0;
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void* heapAlloc( void* userData, unsigned int size )
|
|
{
|
|
TESS_NOTUSED( userData );
|
|
return malloc( size );
|
|
}
|
|
|
|
void* heapRealloc( void *userData, void* ptr, unsigned int size )
|
|
{
|
|
TESS_NOTUSED( userData );
|
|
return realloc( ptr, size );
|
|
}
|
|
|
|
void heapFree( void* userData, void* ptr )
|
|
{
|
|
TESS_NOTUSED( userData );
|
|
free( ptr );
|
|
}
|
|
|
|
static TESSalloc defaulAlloc =
|
|
{
|
|
heapAlloc,
|
|
heapRealloc,
|
|
heapFree,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
};
|
|
|
|
TESStesselator* tessNewTess( TESSalloc* alloc )
|
|
{
|
|
TESStesselator* tess;
|
|
|
|
if (alloc == NULL)
|
|
alloc = &defaulAlloc;
|
|
|
|
/* Only initialize fields which can be changed by the api. Other fields
|
|
* are initialized where they are used.
|
|
*/
|
|
|
|
tess = (TESStesselator *)alloc->memalloc( alloc->userData, sizeof( TESStesselator ));
|
|
if ( tess == NULL ) {
|
|
return 0; /* out of memory */
|
|
}
|
|
tess->alloc = *alloc;
|
|
/* Check and set defaults. */
|
|
if (tess->alloc.meshEdgeBucketSize == 0)
|
|
tess->alloc.meshEdgeBucketSize = 512;
|
|
if (tess->alloc.meshVertexBucketSize == 0)
|
|
tess->alloc.meshVertexBucketSize = 512;
|
|
if (tess->alloc.meshFaceBucketSize == 0)
|
|
tess->alloc.meshFaceBucketSize = 256;
|
|
if (tess->alloc.dictNodeBucketSize == 0)
|
|
tess->alloc.dictNodeBucketSize = 512;
|
|
if (tess->alloc.regionBucketSize == 0)
|
|
tess->alloc.regionBucketSize = 256;
|
|
|
|
tess->normal[0] = 0;
|
|
tess->normal[1] = 0;
|
|
tess->normal[2] = 0;
|
|
|
|
tess->bmin[0] = 0;
|
|
tess->bmin[1] = 0;
|
|
tess->bmax[0] = 0;
|
|
tess->bmax[1] = 0;
|
|
|
|
tess->reverseContours = 0;
|
|
|
|
tess->windingRule = TESS_WINDING_ODD;
|
|
tess->processCDT = 0;
|
|
|
|
if (tess->alloc.regionBucketSize < 16)
|
|
tess->alloc.regionBucketSize = 16;
|
|
if (tess->alloc.regionBucketSize > 4096)
|
|
tess->alloc.regionBucketSize = 4096;
|
|
tess->regionPool = createBucketAlloc( &tess->alloc, "Regions",
|
|
sizeof(ActiveRegion), tess->alloc.regionBucketSize );
|
|
|
|
// Initialize to begin polygon.
|
|
tess->mesh = NULL;
|
|
|
|
tess->outOfMemory = 0;
|
|
tess->vertexIndexCounter = 0;
|
|
|
|
tess->vertices = 0;
|
|
tess->vertexIndices = 0;
|
|
tess->vertexCount = 0;
|
|
tess->elements = 0;
|
|
tess->elementCount = 0;
|
|
|
|
return tess;
|
|
}
|
|
|
|
void tessDeleteTess( TESStesselator *tess )
|
|
{
|
|
|
|
struct TESSalloc alloc = tess->alloc;
|
|
|
|
deleteBucketAlloc( tess->regionPool );
|
|
|
|
if( tess->mesh != NULL ) {
|
|
tessMeshDeleteMesh( &alloc, tess->mesh );
|
|
tess->mesh = NULL;
|
|
}
|
|
if (tess->vertices != NULL) {
|
|
alloc.memfree( alloc.userData, tess->vertices );
|
|
tess->vertices = 0;
|
|
}
|
|
if (tess->vertexIndices != NULL) {
|
|
alloc.memfree( alloc.userData, tess->vertexIndices );
|
|
tess->vertexIndices = 0;
|
|
}
|
|
if (tess->elements != NULL) {
|
|
alloc.memfree( alloc.userData, tess->elements );
|
|
tess->elements = 0;
|
|
}
|
|
|
|
alloc.memfree( alloc.userData, tess );
|
|
}
|
|
|
|
|
|
static TESSindex GetNeighbourFace(TESShalfEdge* edge)
|
|
{
|
|
if (!edge->Rface)
|
|
return TESS_UNDEF;
|
|
if (!edge->Rface->inside)
|
|
return TESS_UNDEF;
|
|
return edge->Rface->n;
|
|
}
|
|
|
|
void OutputPolymesh( TESStesselator *tess, TESSmesh *mesh, int elementType, int polySize, int vertexSize )
|
|
{
|
|
TESSvertex* v = 0;
|
|
TESSface* f = 0;
|
|
TESShalfEdge* edge = 0;
|
|
int maxFaceCount = 0;
|
|
int maxVertexCount = 0;
|
|
int faceVerts, i;
|
|
TESSindex *elements = 0;
|
|
TESSreal *vert;
|
|
|
|
// Assume that the input data is triangles now.
|
|
// Try to merge as many polygons as possible
|
|
if (polySize > 3)
|
|
{
|
|
if (!tessMeshMergeConvexFaces( mesh, polySize ))
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Mark unused
|
|
for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
|
|
v->n = TESS_UNDEF;
|
|
|
|
// Create unique IDs for all vertices and faces.
|
|
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
|
|
{
|
|
f->n = TESS_UNDEF;
|
|
if( !f->inside ) continue;
|
|
|
|
edge = f->anEdge;
|
|
faceVerts = 0;
|
|
do
|
|
{
|
|
v = edge->Org;
|
|
if ( v->n == TESS_UNDEF )
|
|
{
|
|
v->n = maxVertexCount;
|
|
maxVertexCount++;
|
|
}
|
|
faceVerts++;
|
|
edge = edge->Lnext;
|
|
}
|
|
while (edge != f->anEdge);
|
|
|
|
assert( faceVerts <= polySize );
|
|
|
|
f->n = maxFaceCount;
|
|
++maxFaceCount;
|
|
}
|
|
|
|
tess->elementCount = maxFaceCount;
|
|
if (elementType == TESS_CONNECTED_POLYGONS)
|
|
maxFaceCount *= 2;
|
|
tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSindex) * maxFaceCount * polySize );
|
|
if (!tess->elements)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
tess->vertexCount = maxVertexCount;
|
|
tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSreal) * tess->vertexCount * vertexSize );
|
|
if (!tess->vertices)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSindex) * tess->vertexCount );
|
|
if (!tess->vertexIndices)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
// Output vertices.
|
|
for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
|
|
{
|
|
if ( v->n != TESS_UNDEF )
|
|
{
|
|
// Store coordinate
|
|
vert = &tess->vertices[v->n*vertexSize];
|
|
vert[0] = v->coords[0];
|
|
vert[1] = v->coords[1];
|
|
if ( vertexSize > 2 )
|
|
vert[2] = v->coords[2];
|
|
// Store vertex index.
|
|
tess->vertexIndices[v->n] = v->idx;
|
|
}
|
|
}
|
|
|
|
// Output indices.
|
|
elements = tess->elements;
|
|
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
|
|
{
|
|
if ( !f->inside ) continue;
|
|
|
|
// Store polygon
|
|
edge = f->anEdge;
|
|
faceVerts = 0;
|
|
do
|
|
{
|
|
v = edge->Org;
|
|
*elements++ = v->n;
|
|
faceVerts++;
|
|
edge = edge->Lnext;
|
|
}
|
|
while (edge != f->anEdge);
|
|
// Fill unused.
|
|
for (i = faceVerts; i < polySize; ++i)
|
|
*elements++ = TESS_UNDEF;
|
|
|
|
// Store polygon connectivity
|
|
if ( elementType == TESS_CONNECTED_POLYGONS )
|
|
{
|
|
edge = f->anEdge;
|
|
do
|
|
{
|
|
*elements++ = GetNeighbourFace( edge );
|
|
edge = edge->Lnext;
|
|
}
|
|
while (edge != f->anEdge);
|
|
// Fill unused.
|
|
for (i = faceVerts; i < polySize; ++i)
|
|
*elements++ = TESS_UNDEF;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OutputContours( TESStesselator *tess, TESSmesh *mesh, int vertexSize )
|
|
{
|
|
TESSface *f = 0;
|
|
TESShalfEdge *edge = 0;
|
|
TESShalfEdge *start = 0;
|
|
TESSreal *verts = 0;
|
|
TESSindex *elements = 0;
|
|
TESSindex *vertInds = 0;
|
|
int startVert = 0;
|
|
int vertCount = 0;
|
|
|
|
tess->vertexCount = 0;
|
|
tess->elementCount = 0;
|
|
|
|
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
|
|
{
|
|
if ( !f->inside ) continue;
|
|
|
|
start = edge = f->anEdge;
|
|
do
|
|
{
|
|
++tess->vertexCount;
|
|
edge = edge->Lnext;
|
|
}
|
|
while ( edge != start );
|
|
|
|
++tess->elementCount;
|
|
}
|
|
|
|
tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSindex) * tess->elementCount * 2 );
|
|
if (!tess->elements)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSreal) * tess->vertexCount * vertexSize );
|
|
if (!tess->vertices)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
|
|
sizeof(TESSindex) * tess->vertexCount );
|
|
if (!tess->vertexIndices)
|
|
{
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
verts = tess->vertices;
|
|
elements = tess->elements;
|
|
vertInds = tess->vertexIndices;
|
|
|
|
startVert = 0;
|
|
|
|
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
|
|
{
|
|
if ( !f->inside ) continue;
|
|
|
|
vertCount = 0;
|
|
start = edge = f->anEdge;
|
|
do
|
|
{
|
|
*verts++ = edge->Org->coords[0];
|
|
*verts++ = edge->Org->coords[1];
|
|
if ( vertexSize > 2 )
|
|
*verts++ = edge->Org->coords[2];
|
|
*vertInds++ = edge->Org->idx;
|
|
++vertCount;
|
|
edge = edge->Lnext;
|
|
}
|
|
while ( edge != start );
|
|
|
|
elements[0] = startVert;
|
|
elements[1] = vertCount;
|
|
elements += 2;
|
|
|
|
startVert += vertCount;
|
|
}
|
|
}
|
|
|
|
void tessAddContour( TESStesselator *tess, int size, const void* vertices,
|
|
int stride, int numVertices )
|
|
{
|
|
const unsigned char *src = (const unsigned char*)vertices;
|
|
TESShalfEdge *e;
|
|
int i;
|
|
|
|
if ( tess->mesh == NULL )
|
|
tess->mesh = tessMeshNewMesh( &tess->alloc );
|
|
if ( tess->mesh == NULL ) {
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
|
|
if ( size < 2 )
|
|
size = 2;
|
|
if ( size > 3 )
|
|
size = 3;
|
|
|
|
e = NULL;
|
|
|
|
for( i = 0; i < numVertices; ++i )
|
|
{
|
|
const TESSreal* coords = (const TESSreal*)src;
|
|
src += stride;
|
|
|
|
if( e == NULL ) {
|
|
/* Make a self-loop (one vertex, one edge). */
|
|
e = tessMeshMakeEdge( tess->mesh );
|
|
if ( e == NULL ) {
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
if ( !tessMeshSplice( tess->mesh, e, e->Sym ) ) {
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
} else {
|
|
/* Create a new vertex and edge which immediately follow e
|
|
* in the ordering around the left face.
|
|
*/
|
|
if ( tessMeshSplitEdge( tess->mesh, e ) == NULL ) {
|
|
tess->outOfMemory = 1;
|
|
return;
|
|
}
|
|
e = e->Lnext;
|
|
}
|
|
|
|
/* The new vertex is now e->Org. */
|
|
e->Org->coords[0] = coords[0];
|
|
e->Org->coords[1] = coords[1];
|
|
if ( size > 2 )
|
|
e->Org->coords[2] = coords[2];
|
|
else
|
|
e->Org->coords[2] = 0;
|
|
/* Store the insertion number so that the vertex can be later recognized. */
|
|
e->Org->idx = tess->vertexIndexCounter++;
|
|
|
|
/* The winding of an edge says how the winding number changes as we
|
|
* cross from the edge''s right face to its left face. We add the
|
|
* vertices in such an order that a CCW contour will add +1 to
|
|
* the winding number of the region inside the contour.
|
|
*/
|
|
e->winding = tess->reverseContours ? -1 : 1;
|
|
e->Sym->winding = tess->reverseContours ? 1 : -1;
|
|
}
|
|
}
|
|
|
|
void tessSetOption( TESStesselator *tess, int option, int value )
|
|
{
|
|
switch(option)
|
|
{
|
|
case TESS_CONSTRAINED_DELAUNAY_TRIANGULATION:
|
|
tess->processCDT = value > 0 ? 1 : 0;
|
|
break;
|
|
case TESS_REVERSE_CONTOURS:
|
|
tess->reverseContours = value > 0 ? 1 : 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
int tessTesselate( TESStesselator *tess, int windingRule, int elementType,
|
|
int polySize, int vertexSize, const TESSreal* normal )
|
|
{
|
|
TESSmesh *mesh;
|
|
int rc = 1;
|
|
|
|
if (tess->vertices != NULL) {
|
|
tess->alloc.memfree( tess->alloc.userData, tess->vertices );
|
|
tess->vertices = 0;
|
|
}
|
|
if (tess->elements != NULL) {
|
|
tess->alloc.memfree( tess->alloc.userData, tess->elements );
|
|
tess->elements = 0;
|
|
}
|
|
if (tess->vertexIndices != NULL) {
|
|
tess->alloc.memfree( tess->alloc.userData, tess->vertexIndices );
|
|
tess->vertexIndices = 0;
|
|
}
|
|
|
|
tess->vertexIndexCounter = 0;
|
|
|
|
if (normal)
|
|
{
|
|
tess->normal[0] = normal[0];
|
|
tess->normal[1] = normal[1];
|
|
tess->normal[2] = normal[2];
|
|
}
|
|
|
|
tess->windingRule = windingRule;
|
|
|
|
if (vertexSize < 2)
|
|
vertexSize = 2;
|
|
if (vertexSize > 3)
|
|
vertexSize = 3;
|
|
|
|
if (setjmp(tess->env) != 0) {
|
|
/* come back here if out of memory */
|
|
return 0;
|
|
}
|
|
|
|
if (!tess->mesh)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/* Determine the polygon normal and project vertices onto the plane
|
|
* of the polygon.
|
|
*/
|
|
tessProjectPolygon( tess );
|
|
|
|
/* tessComputeInterior( tess ) computes the planar arrangement specified
|
|
* by the given contours, and further subdivides this arrangement
|
|
* into regions. Each region is marked "inside" if it belongs
|
|
* to the polygon, according to the rule given by tess->windingRule.
|
|
* Each interior region is guaranteed be monotone.
|
|
*/
|
|
if ( !tessComputeInterior( tess ) ) {
|
|
longjmp(tess->env,1); /* could've used a label */
|
|
}
|
|
|
|
mesh = tess->mesh;
|
|
|
|
/* If the user wants only the boundary contours, we throw away all edges
|
|
* except those which separate the interior from the exterior.
|
|
* Otherwise we tessellate all the regions marked "inside".
|
|
*/
|
|
if (elementType == TESS_BOUNDARY_CONTOURS) {
|
|
rc = tessMeshSetWindingNumber( mesh, 1, TRUE );
|
|
} else {
|
|
rc = tessMeshTessellateInterior( mesh );
|
|
if (rc != 0 && tess->processCDT != 0)
|
|
tessMeshRefineDelaunay( mesh, &tess->alloc );
|
|
}
|
|
if (rc == 0) longjmp(tess->env,1); /* could've used a label */
|
|
|
|
tessMeshCheckMesh( mesh );
|
|
|
|
if (elementType == TESS_BOUNDARY_CONTOURS) {
|
|
OutputContours( tess, mesh, vertexSize ); /* output contours */
|
|
}
|
|
else
|
|
{
|
|
OutputPolymesh( tess, mesh, elementType, polySize, vertexSize ); /* output polygons */
|
|
}
|
|
|
|
tessMeshDeleteMesh( &tess->alloc, mesh );
|
|
tess->mesh = NULL;
|
|
|
|
if (tess->outOfMemory)
|
|
return 0;
|
|
return 1;
|
|
}
|
|
|
|
int tessGetVertexCount( TESStesselator *tess )
|
|
{
|
|
return tess->vertexCount;
|
|
}
|
|
|
|
const TESSreal* tessGetVertices( TESStesselator *tess )
|
|
{
|
|
return tess->vertices;
|
|
}
|
|
|
|
const TESSindex* tessGetVertexIndices( TESStesselator *tess )
|
|
{
|
|
return tess->vertexIndices;
|
|
}
|
|
|
|
int tessGetElementCount( TESStesselator *tess )
|
|
{
|
|
return tess->elementCount;
|
|
}
|
|
|
|
const int* tessGetElements( TESStesselator *tess )
|
|
{
|
|
return tess->elements;
|
|
}
|