Import Geant4 11.0.0.beta source tree

This commit is contained in:
Gabriele Cosmo
2021-06-25 16:12:29 +02:00
parent c968e26a39
commit 6399a014b6
4200 changed files with 207479 additions and 237366 deletions
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/*
G.Barrand : glu.h of Mesa-7.8.1 but containing only tess related material.
We bring also the needed material from gl.h.
*/
#ifndef tools_glutess__glu
#define tools_glutess__glu
#include "rename"
/* //////////////////////////////////////////////////////////////// */
/* //////////////////////////////////////////////////////////////// */
typedef unsigned int GLUenum;
typedef void GLUvoid;
typedef double GLUdouble;
typedef unsigned char GLUboolean;
typedef float GLUfloat; /* single precision float */
typedef double GLUclampd; /* double precision float in [0,1] */
/* //////////////////////////////////////////////////////////////// */
/* //////////////////////////////////////////////////////////////// */
/* //////////////////////////////////////////////////////////////// */
/* TessCallback */
#define GLU_TESS_BEGIN_DATA 100106
#define GLU_TESS_VERTEX_DATA 100107
#define GLU_TESS_END_DATA 100108
#define GLU_TESS_ERROR_DATA 100109
#define GLU_TESS_COMBINE_DATA 100111
/* TessProperty */
#define GLU_TESS_WINDING_RULE 100140
//#define GLU_TESS_TOLERANCE 100142
/* TessWinding */
#define GLU_TESS_WINDING_ODD 100130
#define GLU_TESS_WINDING_POSITIVE 100132
#define GLU_TESS_WINDING_NEGATIVE 100133
/*************************************************************/
// mesa glu has the below for Windows.
//#define GLUAPIENTRY __stdcall
//typedef void (__stdcall* _GLUfuncptr)();
#define GLUAPIENTRY
typedef void (* _GLUfuncptr)();
#define GLUAPI
typedef struct GLUtesselator GLUtesselator;
typedef GLUtesselator GLUtesselatorObj;
typedef GLUtesselator GLUtriangulatorObj;
/*
GLUAPI GLUtesselator* GLUAPIENTRY gluNewTess (void);
GLUAPI void GLUAPIENTRY gluDeleteTess (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessBeginContour (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessBeginPolygon (GLUtesselator* tess, GLUvoid* data);
GLUAPI void GLUAPIENTRY gluTessCallback (GLUtesselator* tess, GLUenum which, _GLUfuncptr CallBackFunc);
GLUAPI void GLUAPIENTRY gluTessEndContour (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessEndPolygon (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessNormal (GLUtesselator* tess, GLUdouble valueX, GLUdouble valueY, GLUdouble valueZ);
GLUAPI void GLUAPIENTRY gluTessProperty (GLUtesselator* tess, GLUenum which, GLUdouble data);
GLUAPI void GLUAPIENTRY gluTessVertex (GLUtesselator* tess, GLUdouble *location, GLUvoid* data);
*/
#define GLU_MIN(x,y) ((x) <= (y) ? (x) : (y))
#define GLU_MAX(x,y) ((x) >= (y) ? (x) : (y))
#define GLU_ABS(x) ((x) < 0 ? -(x) : (x))
/* //////////////////////////////////////////////////////////////// */
/* //////////////////////////////////////////////////////////////// */
/* //////////////////////////////////////////////////////////////// */
/* Boolean values */
#define TOOLS_GLU_FALSE 0x0
#define TOOLS_GLU_TRUE 0x1
/* Primitives */
#define GLU_LINE_LOOP 0x0002
#define GLU_TRIANGLES 0x0004
#define GLU_TRIANGLE_STRIP 0x0005
#define GLU_TRIANGLE_FAN 0x0006
#define GLU_TESS_MAX_COORD 1.0e150
/* ErrorCode */
#define GLU_INVALID_ENUM 100900
#define GLU_INVALID_VALUE 100901
#define GLU_OUT_OF_MEMORY 100902
#define GLU_INCOMPATIBLE_GL_VERSION 100903
#define GLU_INVALID_OPERATION 100904
/* TessCallback */
#define GLU_TESS_BEGIN 100100
#define GLU_TESS_VERTEX 100101
#define GLU_TESS_END 100102
#define GLU_TESS_ERROR 100103
#define GLU_TESS_EDGE_FLAG 100104
#define GLU_EDGE_FLAG 100104
#define GLU_TESS_COMBINE 100105
#define GLU_TESS_EDGE_FLAG_DATA 100110
/* TessContour */
#define GLU_CW 100120
#define GLU_CCW 100121
#define GLU_INTERIOR 100122
#define GLU_EXTERIOR 100123
#define GLU_UNKNOWN 100124
/* TessProperty */
#define GLU_TESS_BOUNDARY_ONLY 100141
#define GLU_TESS_TOLERANCE 100142
/* TessError */
#define GLU_TESS_ERROR1 100151
#define GLU_TESS_ERROR2 100152
#define GLU_TESS_ERROR3 100153
#define GLU_TESS_ERROR4 100154
#define GLU_TESS_ERROR5 100155
#define GLU_TESS_ERROR6 100156
#define GLU_TESS_ERROR7 100157
#define GLU_TESS_ERROR8 100158
#define GLU_TESS_MISSING_BEGIN_POLYGON 100151
#define GLU_TESS_MISSING_BEGIN_CONTOUR 100152
#define GLU_TESS_MISSING_END_POLYGON 100153
#define GLU_TESS_MISSING_END_CONTOUR 100154
#define GLU_TESS_COORD_TOO_LARGE 100155
#define GLU_TESS_NEED_COMBINE_CALLBACK 100156
/* TessWinding */
#define GLU_TESS_WINDING_NONZERO 100131
#define GLU_TESS_WINDING_ABS_GEQ_TWO 100134
#endif /* __glu_h__ */
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// see license file for original license.
#ifndef tools_glutess__tess
#define tools_glutess__tess
#include "mesh"
#include "dict"
#include "priorityq"
#include <csetjmp>
/* The begin/end calls must be properly nested. We keep track of
* the current state to enforce the ordering.
*/
enum TessState { T_DORMANT, T_IN_POLYGON, T_IN_CONTOUR };
/* We cache vertex data for single-contour polygons so that we can
* try a quick-and-dirty decomposition first.
*/
#define GLU_TESS_MAX_CACHE 100
typedef struct CachedVertex {
GLUdouble coords[3];
void *data;
} CachedVertex;
struct GLUtesselator {
/*** state needed for collecting the input data ***/
enum TessState state; /* what begin/end calls have we seen? */
GLUhalfEdge *lastEdge; /* lastEdge->Org is the most recent vertex */
GLUmesh *mesh; /* stores the input contours, and eventually
the tessellation itself */
void (GLUAPIENTRY *callError)( GLUenum errnum );
/*** state needed for projecting onto the sweep plane ***/
GLUdouble normal[3]; /* user-specified normal (if provided) */
GLUdouble sUnit[3]; /* unit vector in s-direction (debugging) */
GLUdouble tUnit[3]; /* unit vector in t-direction (debugging) */
/*** state needed for the line sweep ***/
GLUdouble relTolerance; /* tolerance for merging features */
GLUenum windingRule; /* rule for determining polygon interior */
GLUboolean fatalError; /* fatal error: needed combine callback */
Dict *dict; /* edge dictionary for sweep line */
PriorityQ *pq; /* priority queue of vertex events */
GLUvertex *event; /* current sweep event being processed */
void (GLUAPIENTRY *callCombine)( GLUdouble coords[3], void *data[4],
GLUfloat weight[4], void **outData );
/*** state needed for rendering callbacks (see render.c) ***/
GLUboolean flagBoundary; /* mark boundary edges (use EdgeFlag) */
GLUboolean boundaryOnly; /* Extract contours, not triangles */
GLUface *lonelyTriList;
/* list of triangles which could not be rendered as strips or fans */
void (GLUAPIENTRY *callBegin)( GLUenum type );
void (GLUAPIENTRY *callEdgeFlag)( GLUboolean boundaryEdge );
void (GLUAPIENTRY *callVertex)( void *data );
void (GLUAPIENTRY *callEnd)( void );
void (GLUAPIENTRY *callMesh)( GLUmesh *mesh );
/*** state needed to cache single-contour polygons for renderCache() */
GLUboolean emptyCache; /* empty cache on next vertex() call */
int cacheCount; /* number of cached vertices */
CachedVertex cache[GLU_TESS_MAX_CACHE]; /* the vertex data */
/*** rendering callbacks that also pass polygon data ***/
void (GLUAPIENTRY *callBeginData)( GLUenum type, void *polygonData );
void (GLUAPIENTRY *callEdgeFlagData)( GLUboolean boundaryEdge,
void *polygonData );
void (GLUAPIENTRY *callVertexData)( void *data, void *polygonData );
void (GLUAPIENTRY *callEndData)( void *polygonData );
void (GLUAPIENTRY *callErrorData)( GLUenum errnum, void *polygonData );
void (GLUAPIENTRY *callCombineData)( GLUdouble coords[3], void *data[4],
GLUfloat weight[4], void **outData,
void *polygonData );
jmp_buf env; /* place to jump to when memAllocs fail */
void *polygonData; /* client data for current polygon */
};
void GLUAPIENTRY __gl_noBeginData( GLUenum type, void *polygonData );
void GLUAPIENTRY __gl_noEdgeFlagData( GLUboolean boundaryEdge, void *polygonData );
void GLUAPIENTRY __gl_noVertexData( void *data, void *polygonData );
void GLUAPIENTRY __gl_noEndData( void *polygonData );
void GLUAPIENTRY __gl_noErrorData( GLUenum errnum, void *polygonData );
void GLUAPIENTRY __gl_noCombineData( GLUdouble coords[3], void *data[4],
GLUfloat weight[4], void **outData,
void *polygonData );
#define CALL_BEGIN_OR_BEGIN_DATA(a) \
if (tess->callBeginData != &__gl_noBeginData) \
(*tess->callBeginData)((a),tess->polygonData); \
else (*tess->callBegin)((a));
#define CALL_VERTEX_OR_VERTEX_DATA(a) \
if (tess->callVertexData != &__gl_noVertexData) \
(*tess->callVertexData)((a),tess->polygonData); \
else (*tess->callVertex)((a));
#define CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA(a) \
if (tess->callEdgeFlagData != &__gl_noEdgeFlagData) \
(*tess->callEdgeFlagData)((a),tess->polygonData); \
else (*tess->callEdgeFlag)((a));
#define CALL_END_OR_END_DATA() \
if (tess->callEndData != &__gl_noEndData) \
(*tess->callEndData)(tess->polygonData); \
else (*tess->callEnd)();
#define CALL_COMBINE_OR_COMBINE_DATA(a,b,c,d) \
if (tess->callCombineData != &__gl_noCombineData) \
(*tess->callCombineData)((a),(b),(c),(d),tess->polygonData); \
else (*tess->callCombine)((a),(b),(c),(d));
#define CALL_ERROR_OR_ERROR_DATA(a) \
if (tess->callErrorData != &__gl_noErrorData) \
(*tess->callErrorData)((a),tess->polygonData); \
else (*tess->callError)((a));
#endif
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// see license file for original license.
#ifndef tools_glutess_dict_list
#define tools_glutess_dict_list
/* Use #define's so that another heap implementation can use this one */
#define DictKey DictListKey
#define Dict DictList
#define DictNode DictListNode
#define dictNewDict(frame,leq) __gl_dictListNewDict(frame,leq)
#define dictDeleteDict(dict) __gl_dictListDeleteDict(dict)
#define dictSearch(dict,key) __gl_dictListSearch(dict,key)
#define dictInsert(dict,key) __gl_dictListInsert(dict,key)
#define dictInsertBefore(dict,node,key) __gl_dictListInsertBefore(dict,node,key)
#define dictDelete(dict,node) __gl_dictListDelete(dict,node)
#define dictKey(n) __gl_dictListKey(n)
#define dictSucc(n) __gl_dictListSucc(n)
#define dictPred(n) __gl_dictListPred(n)
#define dictMin(d) __gl_dictListMin(d)
#define dictMax(d) __gl_dictListMax(d)
typedef void *DictKey;
typedef struct Dict Dict;
typedef struct DictNode DictNode;
#define __gl_dictListKey(n) ((n)->key)
#define __gl_dictListSucc(n) ((n)->next)
#define __gl_dictListPred(n) ((n)->prev)
#define __gl_dictListMin(d) ((d)->head.next)
#define __gl_dictListMax(d) ((d)->head.prev)
#define __gl_dictListInsert(d,k) (dictInsertBefore((d),&(d)->head,(k)))
/*** Private data structures ***/
struct DictNode {
DictKey key;
DictNode *next;
DictNode *prev;
};
struct Dict {
DictNode head;
void *frame;
int (*leq)(void *frame, DictKey key1, DictKey key2);
};
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
#include <cstddef>
#include "memalloc"
inline Dict *dictNewDict( void *frame,int (*leq)(void *frame, DictKey key1, DictKey key2) ) {
Dict *dict = (Dict *) memAlloc( sizeof( Dict ));
DictNode *head;
if (dict == NULL) return NULL;
head = &dict->head;
head->key = NULL;
head->next = head;
head->prev = head;
dict->frame = frame;
dict->leq = leq;
return dict;
}
inline void dictDeleteDict( Dict *dict ) {
DictNode *node, *next;
for( node = dict->head.next; node != &dict->head; node = next ) {
next = node->next;
memFree( node );
}
memFree( dict );
}
/* Search returns the node with the smallest key greater than or equal
* to the given key. If there is no such key, returns a node whose
* key is NULL. Similarly, Succ(Max(d)) has a NULL key, etc.
*/
inline DictNode *dictInsertBefore( Dict *dict, DictNode *node, DictKey key ) {
DictNode *newNode;
do {
node = node->prev;
} while( node->key != NULL && ! (*dict->leq)(dict->frame, node->key, key));
newNode = (DictNode *) memAlloc( sizeof( DictNode ));
if (newNode == NULL) return NULL;
newNode->key = key;
newNode->next = node->next;
node->next->prev = newNode;
newNode->prev = node;
node->next = newNode;
return newNode;
}
inline void dictDelete( Dict * /*dict*/, DictNode *node ) /*ARGSUSED*/
{
node->next->prev = node->prev;
node->prev->next = node->next;
memFree( node );
}
inline DictNode *dictSearch( Dict *dict, DictKey key )
{
DictNode *node = &dict->head;
do {
node = node->next;
} while( node->key != NULL && ! (*dict->leq)(dict->frame, key, node->key));
return node;
}
#endif
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// see license file for original license.
#ifndef tools_glutess_geom
#define tools_glutess_geom
#include "mesh"
#define VertEq(u,v) ((u)->s == (v)->s && (u)->t == (v)->t)
#define VertLeq(u,v) (((u)->s < (v)->s) || ((u)->s == (v)->s && (u)->t <= (v)->t))
#define EdgeEval(u,v,w) __gl_edgeEval(u,v,w)
#define EdgeSign(u,v,w) __gl_edgeSign(u,v,w)
/* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */
#define TransLeq(u,v) (((u)->t < (v)->t) || \
((u)->t == (v)->t && (u)->s <= (v)->s))
#define TransEval(u,v,w) __gl_transEval(u,v,w)
#define TransSign(u,v,w) __gl_transSign(u,v,w)
#define EdgeGoesLeft(e) VertLeq( (e)->Dst, (e)->Org )
#define EdgeGoesRight(e) VertLeq( (e)->Org, (e)->Dst )
#define VertL1dist(u,v) (GLU_ABS(u->s - v->s) + GLU_ABS(u->t - v->t))
#define VertCCW(u,v,w) __gl_vertCCW(u,v,w)
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
inline int __gl_vertLeq( GLUvertex *u, GLUvertex *v )
{
/* Returns TOOLS_GLU_TRUE if u is lexicographically <= v. */
return VertLeq( u, v );
}
inline GLUdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
{
/* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
* evaluates the t-coord of the edge uw at the s-coord of the vertex v.
* Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
* If uw is vertical (and thus passes thru v), the result is zero.
*
* The calculation is extremely accurate and stable, even when v
* is very close to u or w. In particular if we set v->t = 0 and
* let r be the negated result (this evaluates (uw)(v->s)), then
* r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
*/
GLUdouble gapL, gapR;
assert( VertLeq( u, v ) && VertLeq( v, w ));
gapL = v->s - u->s;
gapR = w->s - v->s;
if( gapL + gapR > 0 ) {
if( gapL < gapR ) {
return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
} else {
return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
}
}
/* vertical line */
return 0;
}
inline GLUdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
{
/* Returns a number whose sign matches EdgeEval(u,v,w) but which
* is cheaper to evaluate. Returns > 0, == 0 , or < 0
* as v is above, on, or below the edge uw.
*/
GLUdouble gapL, gapR;
/*
#define VertLeq(u,v) (((u)->s < (v)->s) || \
((u)->s == (v)->s && (u)->t <= (v)->t))
*/
assert( VertLeq( u, v ) && VertLeq( v, w ));
gapL = v->s - u->s;
gapR = w->s - v->s;
if( gapL + gapR > 0 ) {
return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
}
/* vertical line */
return 0;
}
/***********************************************************************
* Define versions of EdgeSign, EdgeEval with s and t transposed.
*/
inline GLUdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
{
/* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
* evaluates the t-coord of the edge uw at the s-coord of the vertex v.
* Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
* If uw is vertical (and thus passes thru v), the result is zero.
*
* The calculation is extremely accurate and stable, even when v
* is very close to u or w. In particular if we set v->s = 0 and
* let r be the negated result (this evaluates (uw)(v->t)), then
* r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
*/
GLUdouble gapL, gapR;
assert( TransLeq( u, v ) && TransLeq( v, w ));
gapL = v->t - u->t;
gapR = w->t - v->t;
if( gapL + gapR > 0 ) {
if( gapL < gapR ) {
return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
} else {
return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
}
}
/* vertical line */
return 0;
}
inline GLUdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
{
/* Returns a number whose sign matches TransEval(u,v,w) but which
* is cheaper to evaluate. Returns > 0, == 0 , or < 0
* as v is above, on, or below the edge uw.
*/
GLUdouble gapL, gapR;
assert( TransLeq( u, v ) && TransLeq( v, w ));
gapL = v->t - u->t;
gapR = w->t - v->t;
if( gapL + gapR > 0 ) {
return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
}
/* vertical line */
return 0;
}
inline int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w )
{
/* For almost-degenerate situations, the results are not reliable.
* Unless the floating-point arithmetic can be performed without
* rounding errors, *any* implementation will give incorrect results
* on some degenerate inputs, so the client must have some way to
* handle this situation.
*/
return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
}
/* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
* or (x+y)/2 if a==b==0. It requires that a,b >= 0, and enforces
* this in the rare case that one argument is slightly negative.
* The implementation is extremely stable numerically.
* In particular it guarantees that the result r satisfies
* MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
* even when a and b differ greatly in magnitude.
*/
#define Interpolate(a,x,b,y) \
(a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b, \
((a <= b) ? ((b == 0) ? ((x+y) / 2) \
: (x + (y-x) * (a/(a+b)))) \
: (y + (x-y) * (b/(a+b)))))
//#define Swap(a,b) if (1) { GLUvertex *t = a; a = b; b = t; } else
#define Swap(a,b) do { GLUvertex *t = a; a = b; b = t; } while(false)
inline void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
GLUvertex *o2, GLUvertex *d2,
GLUvertex *v )
/* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
* The computed point is guaranteed to lie in the intersection of the
* bounding rectangles defined by each edge.
*/
{
GLUdouble z1, z2;
/* This is certainly not the most efficient way to find the intersection
* of two line segments, but it is very numerically stable.
*
* Strategy: find the two middle vertices in the VertLeq ordering,
* and interpolate the intersection s-value from these. Then repeat
* using the TransLeq ordering to find the intersection t-value.
*/
if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
if( ! VertLeq( o2, d1 )) {
/* Technically, no intersection -- do our best */
v->s = (o2->s + d1->s) / 2;
} else if( VertLeq( d1, d2 )) {
/* Interpolate between o2 and d1 */
z1 = EdgeEval( o1, o2, d1 );
z2 = EdgeEval( o2, d1, d2 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->s = Interpolate( z1, o2->s, z2, d1->s );
} else {
/* Interpolate between o2 and d2 */
z1 = EdgeSign( o1, o2, d1 );
z2 = -EdgeSign( o1, d2, d1 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->s = Interpolate( z1, o2->s, z2, d2->s );
}
/* Now repeat the process for t */
if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
if( ! TransLeq( o2, d1 )) {
/* Technically, no intersection -- do our best */
v->t = (o2->t + d1->t) / 2;
} else if( TransLeq( d1, d2 )) {
/* Interpolate between o2 and d1 */
z1 = TransEval( o1, o2, d1 );
z2 = TransEval( o2, d1, d2 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->t = Interpolate( z1, o2->t, z2, d1->t );
} else {
/* Interpolate between o2 and d2 */
z1 = TransSign( o1, o2, d1 );
z2 = -TransSign( o1, d2, d1 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->t = Interpolate( z1, o2->t, z2, d2->t );
}
}
#endif
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// see license file for original license.
#ifndef tools_glutess_glutess
#define tools_glutess_glutess
#include "_tess"
GLUAPI GLUtesselator* GLUAPIENTRY gluNewTess (void);
GLUAPI void GLUAPIENTRY gluDeleteTess (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessBeginContour (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessBeginPolygon (GLUtesselator* tess, GLUvoid* data);
GLUAPI void GLUAPIENTRY gluTessCallback (GLUtesselator* tess, GLUenum which, _GLUfuncptr CallBackFunc);
GLUAPI void GLUAPIENTRY gluTessEndContour (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessEndPolygon (GLUtesselator* tess);
GLUAPI void GLUAPIENTRY gluTessNormal (GLUtesselator* tess, GLUdouble valueX, GLUdouble valueY, GLUdouble valueZ);
GLUAPI void GLUAPIENTRY gluTessProperty (GLUtesselator* tess, GLUenum which, GLUdouble data);
GLUAPI void GLUAPIENTRY gluTessVertex (GLUtesselator* tess, GLUdouble *location, GLUvoid* data);
#include "mesh"
#include "normal"
#include "sweep"
#include "tessmono"
#include "render"
#define GLU_TESS_DEFAULT_TOLERANCE 0.0
#define GLU_TESS_MESH 100112 /* void (*)(GLUmesh *mesh) */
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noBegin( GLUenum /*type*/ ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noEdgeFlag( GLUboolean /*boundaryEdge*/ ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noVertex( void * /*data*/ ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noEnd( void ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noError( GLUenum /*errnum*/ ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noCombine( GLUdouble /*coords*/[3], void* /*data*/[4],
GLUfloat /*weight*/[4], void** /*dataOut*/ ) {}
/*ARGSUSED*/ inline/*static*/ void GLUAPIENTRY static_noMesh( GLUmesh* /*mesh*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noBeginData( GLUenum /*type*/, void* /*polygonData*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noEdgeFlagData( GLUboolean /*boundaryEdge*/, void* /*polygonData*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noVertexData( void* /*data*/, void* /*polygonData*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noEndData( void* /*polygonData*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noErrorData( GLUenum /*errnum*/, void* /*polygonData*/ ) {}
inline /*ARGSUSED*/ void GLUAPIENTRY __gl_noCombineData( GLUdouble /*coords*/[3],
void* /*data*/[4],
GLUfloat /*weight*/[4],
void** /*outData*/,
void* /*polygonData*/ ) {}
/* Half-edges are allocated in pairs (see mesh.c) */
//typedef struct { GLUhalfEdge e, eSym; } EdgePair;
inline size_t MAX_FAST_ALLOC() {
static const size_t s_value = (GLU_MAX(sizeof(EdgePair),GLU_MAX(sizeof(GLUvertex),sizeof(GLUface))));
return s_value;
}
inline GLUtesselator * GLUAPIENTRY
gluNewTess( void )
{
GLUtesselator *tess;
/* Only initialize fields which can be changed by the api. Other fields
* are initialized where they are used.
*/
if (memInit( MAX_FAST_ALLOC() ) == 0) {
return 0; /* out of memory */
}
tess = (GLUtesselator *)memAlloc( sizeof( GLUtesselator ));
if (tess == NULL) {
return 0; /* out of memory */
}
tess->state = T_DORMANT;
tess->normal[0] = 0;
tess->normal[1] = 0;
tess->normal[2] = 0;
tess->relTolerance = GLU_TESS_DEFAULT_TOLERANCE;
tess->windingRule = GLU_TESS_WINDING_ODD;
tess->flagBoundary = TOOLS_GLU_FALSE;
tess->boundaryOnly = TOOLS_GLU_FALSE;
tess->callBegin = &static_noBegin;
tess->callEdgeFlag = &static_noEdgeFlag;
tess->callVertex = &static_noVertex;
tess->callEnd = &static_noEnd;
tess->callError = &static_noError;
tess->callCombine = &static_noCombine;
tess->callMesh = &static_noMesh;
tess->callBeginData= &__gl_noBeginData;
tess->callEdgeFlagData= &__gl_noEdgeFlagData;
tess->callVertexData= &__gl_noVertexData;
tess->callEndData= &__gl_noEndData;
tess->callErrorData= &__gl_noErrorData;
tess->callCombineData= &__gl_noCombineData;
tess->polygonData= NULL;
return tess;
}
inline/*static*/ void static_MakeDormant( GLUtesselator *tess )
{
/* Return the tessellator to its original dormant state. */
if( tess->mesh != NULL ) {
__gl_meshDeleteMesh( tess->mesh );
}
tess->state = T_DORMANT;
tess->lastEdge = NULL;
tess->mesh = NULL;
}
#define RequireState( tess, s ) if( tess->state != s ) static_GotoState(tess,s)
inline/*static*/ void static_GotoState( GLUtesselator *tess, enum TessState newState )
{
while( tess->state != newState ) {
/* We change the current state one level at a time, to get to
* the desired state.
*/
if( tess->state < newState ) {
switch( tess->state ) {
case T_DORMANT:
CALL_ERROR_OR_ERROR_DATA( GLU_TESS_MISSING_BEGIN_POLYGON );
gluTessBeginPolygon( tess, NULL );
break;
case T_IN_POLYGON:
CALL_ERROR_OR_ERROR_DATA( GLU_TESS_MISSING_BEGIN_CONTOUR );
gluTessBeginContour( tess );
break;
default:
;
}
} else {
switch( tess->state ) {
case T_IN_CONTOUR:
CALL_ERROR_OR_ERROR_DATA( GLU_TESS_MISSING_END_CONTOUR );
gluTessEndContour( tess );
break;
case T_IN_POLYGON:
CALL_ERROR_OR_ERROR_DATA( GLU_TESS_MISSING_END_POLYGON );
/* gluTessEndPolygon( tess ) is too much work! */
static_MakeDormant( tess );
break;
default:
;
}
}
}
}
inline void GLUAPIENTRY
gluDeleteTess( GLUtesselator *tess )
{
RequireState( tess, T_DORMANT );
memFree( tess );
}
inline void GLUAPIENTRY
gluTessProperty( GLUtesselator *tess, GLUenum which, GLUdouble value )
{
GLUenum windingRule;
switch( which ) {
case GLU_TESS_TOLERANCE:
if( value < 0.0 || value > 1.0 ) break;
tess->relTolerance = value;
return;
case GLU_TESS_WINDING_RULE:
windingRule = (GLUenum) value;
if( windingRule != value ) break; /* not an integer */
switch( windingRule ) {
case GLU_TESS_WINDING_ODD:
case GLU_TESS_WINDING_NONZERO:
case GLU_TESS_WINDING_POSITIVE:
case GLU_TESS_WINDING_NEGATIVE:
case GLU_TESS_WINDING_ABS_GEQ_TWO:
tess->windingRule = windingRule;
return;
default:
break;
}
return; //G.Barrand : add : seen with g++-8.1.0.
case GLU_TESS_BOUNDARY_ONLY:
tess->boundaryOnly = (value != 0);
return;
default:
CALL_ERROR_OR_ERROR_DATA( GLU_INVALID_ENUM );
return;
}
CALL_ERROR_OR_ERROR_DATA( GLU_INVALID_VALUE );
}
/* Returns tessellator property */
inline void GLUAPIENTRY
gluGetTessProperty( GLUtesselator *tess, GLUenum which, GLUdouble *value )
{
switch (which) {
case GLU_TESS_TOLERANCE:
/* tolerance should be in range [0..1] */
assert(0.0 <= tess->relTolerance && tess->relTolerance <= 1.0);
*value= tess->relTolerance;
break;
case GLU_TESS_WINDING_RULE:
assert(tess->windingRule == GLU_TESS_WINDING_ODD ||
tess->windingRule == GLU_TESS_WINDING_NONZERO ||
tess->windingRule == GLU_TESS_WINDING_POSITIVE ||
tess->windingRule == GLU_TESS_WINDING_NEGATIVE ||
tess->windingRule == GLU_TESS_WINDING_ABS_GEQ_TWO);
*value= tess->windingRule;
break;
case GLU_TESS_BOUNDARY_ONLY:
assert(tess->boundaryOnly == TOOLS_GLU_TRUE || tess->boundaryOnly == TOOLS_GLU_FALSE);
*value= tess->boundaryOnly;
break;
default:
*value= 0.0;
CALL_ERROR_OR_ERROR_DATA( GLU_INVALID_ENUM );
break;
}
} /* gluGetTessProperty() */
inline void GLUAPIENTRY
gluTessNormal( GLUtesselator *tess, GLUdouble x, GLUdouble y, GLUdouble z )
{
tess->normal[0] = x;
tess->normal[1] = y;
tess->normal[2] = z;
}
// G.Barrand : begin : g++-8.1.0 : the five below functions introduced to avoid warnings :
// warning :cast between incompatible function types
inline void GLUAPIENTRY
gluTessCallback_GLU_TESS_VERTEX_DATA(GLUtesselator *tess,void (GLUAPIENTRY* a_fn)(void *, void *)) {
tess->callVertexData = (a_fn == NULL) ? &__gl_noVertexData : a_fn;
}
inline void GLUAPIENTRY
gluTessCallback_GLU_TESS_BEGIN_DATA(GLUtesselator *tess,void (GLUAPIENTRY* a_fn)(GLUenum, void *)) {
tess->callBeginData = (a_fn == NULL) ? &__gl_noBeginData : a_fn;
}
inline void GLUAPIENTRY
gluTessCallback_GLU_TESS_END_DATA(GLUtesselator *tess,void (GLUAPIENTRY* a_fn)(void *)) {
tess->callEndData = (a_fn == NULL) ? &__gl_noEndData : a_fn;
}
inline void GLUAPIENTRY
gluTessCallback_GLU_TESS_ERROR_DATA(GLUtesselator *tess,void (GLUAPIENTRY* a_fn)(GLUenum, void *)) {
tess->callErrorData = (a_fn == NULL) ? &__gl_noErrorData : a_fn;
}
inline void GLUAPIENTRY
gluTessCallback_GLU_TESS_COMBINE_DATA(GLUtesselator *tess,
void (GLUAPIENTRY* a_fn)(GLUdouble [3],void *[4],GLUfloat [4],void **,void *)) {
tess->callCombineData = (a_fn == NULL) ? &__gl_noCombineData : a_fn;
}
// G.Barrand : end : g++-8.1.0.
inline void GLUAPIENTRY
gluTessCallback( GLUtesselator *tess, GLUenum which, _GLUfuncptr fn)
{
switch( which ) {
case GLU_TESS_BEGIN:
tess->callBegin = (fn == NULL) ? &static_noBegin : (void (GLUAPIENTRY *)(GLUenum)) fn;
return;
case GLU_TESS_BEGIN_DATA:
tess->callBeginData = (fn == NULL) ?
&__gl_noBeginData : (void (GLUAPIENTRY *)(GLUenum, void *)) fn;
return;
case GLU_TESS_EDGE_FLAG:
tess->callEdgeFlag = (fn == NULL) ? &static_noEdgeFlag :
(void (GLUAPIENTRY *)(GLUboolean)) fn;
/* If the client wants boundary edges to be flagged,
* we render everything as separate triangles (no strips or fans).
*/
tess->flagBoundary = (fn != NULL);
return;
case GLU_TESS_EDGE_FLAG_DATA:
tess->callEdgeFlagData= (fn == NULL) ?
&__gl_noEdgeFlagData : (void (GLUAPIENTRY *)(GLUboolean, void *)) fn;
/* If the client wants boundary edges to be flagged,
* we render everything as separate triangles (no strips or fans).
*/
tess->flagBoundary = (fn != NULL);
return;
case GLU_TESS_VERTEX:
tess->callVertex = (fn == NULL) ? &static_noVertex :
(void (GLUAPIENTRY *)(void *)) fn;
return;
case GLU_TESS_VERTEX_DATA:
tess->callVertexData = (fn == NULL) ?
&__gl_noVertexData : (void (GLUAPIENTRY *)(void *, void *)) fn;
return;
case GLU_TESS_END:
tess->callEnd = (fn == NULL) ? &static_noEnd : (void (GLUAPIENTRY *)(void)) fn;
return;
case GLU_TESS_END_DATA:
tess->callEndData = (fn == NULL) ? &__gl_noEndData :
(void (GLUAPIENTRY *)(void *)) fn;
return;
case GLU_TESS_ERROR:
tess->callError = (fn == NULL) ? &static_noError : (void (GLUAPIENTRY *)(GLUenum)) fn;
return;
case GLU_TESS_ERROR_DATA:
tess->callErrorData = (fn == NULL) ?
&__gl_noErrorData : (void (GLUAPIENTRY *)(GLUenum, void *)) fn;
return;
case GLU_TESS_COMBINE:
tess->callCombine = (fn == NULL) ? &static_noCombine :
(void (GLUAPIENTRY *)(GLUdouble [3],void *[4], GLUfloat [4], void ** )) fn;
return;
case GLU_TESS_COMBINE_DATA:
tess->callCombineData = (fn == NULL) ? &__gl_noCombineData :
(void (GLUAPIENTRY *)(GLUdouble [3],
void *[4],
GLUfloat [4],
void **,
void *)) fn;
return;
case GLU_TESS_MESH:
tess->callMesh = (fn == NULL) ? &static_noMesh : (void (GLUAPIENTRY *)(GLUmesh *)) fn;
return;
default:
CALL_ERROR_OR_ERROR_DATA( GLU_INVALID_ENUM );
return;
}
}
inline/*static*/ int static_AddVertex( GLUtesselator *tess, GLUdouble coords[3], void *data )
{
GLUhalfEdge *e;
e = tess->lastEdge;
if( e == NULL ) {
/* Make a self-loop (one vertex, one edge). */
e = __gl_meshMakeEdge( tess->mesh );
if (e == NULL) return 0;
if ( !__gl_meshSplice( e, e->Sym ) ) return 0;
} else {
/* Create a new vertex and edge which immediately follow e
* in the ordering around the left face.
*/
if (__gl_meshSplitEdge( e ) == NULL) return 0;
e = e->Lnext;
}
/* The new vertex is now e->Org. */
e->Org->data = data;
e->Org->coords[0] = coords[0];
e->Org->coords[1] = coords[1];
e->Org->coords[2] = coords[2];
/* 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 = 1;
e->Sym->winding = -1;
tess->lastEdge = e;
return 1;
}
inline/*static*/ void static_CacheVertex( GLUtesselator *tess, GLUdouble coords[3], void *data )
{
CachedVertex *v = &tess->cache[tess->cacheCount];
v->data = data;
v->coords[0] = coords[0];
v->coords[1] = coords[1];
v->coords[2] = coords[2];
++tess->cacheCount;
}
inline/*static*/ int static_EmptyCache( GLUtesselator *tess )
{
CachedVertex *v = tess->cache;
CachedVertex *vLast;
tess->mesh = __gl_meshNewMesh();
if (tess->mesh == NULL) return 0;
for( vLast = v + tess->cacheCount; v < vLast; ++v ) {
if ( !static_AddVertex( tess, v->coords, v->data ) ) return 0;
}
tess->cacheCount = 0;
tess->emptyCache = TOOLS_GLU_FALSE;
return 1;
}
inline void GLUAPIENTRY
gluTessVertex( GLUtesselator *tess, GLUdouble coords[3], void *data )
{
int i, tooLarge = TOOLS_GLU_FALSE;
GLUdouble x, clamped[3];
RequireState( tess, T_IN_CONTOUR );
if( tess->emptyCache ) {
if ( !static_EmptyCache( tess ) ) {
CALL_ERROR_OR_ERROR_DATA( GLU_OUT_OF_MEMORY );
return;
}
tess->lastEdge = NULL;
}
for( i = 0; i < 3; ++i ) {
x = coords[i];
if( x < - GLU_TESS_MAX_COORD ) {
x = - GLU_TESS_MAX_COORD;
tooLarge = TOOLS_GLU_TRUE;
}
if( x > GLU_TESS_MAX_COORD ) {
x = GLU_TESS_MAX_COORD;
tooLarge = TOOLS_GLU_TRUE;
}
clamped[i] = x;
}
if( tooLarge ) {
CALL_ERROR_OR_ERROR_DATA( GLU_TESS_COORD_TOO_LARGE );
}
if( tess->mesh == NULL ) {
if( tess->cacheCount < GLU_TESS_MAX_CACHE ) {
static_CacheVertex( tess, clamped, data );
return;
}
if ( !static_EmptyCache( tess ) ) {
CALL_ERROR_OR_ERROR_DATA( GLU_OUT_OF_MEMORY );
return;
}
}
if ( !static_AddVertex( tess, clamped, data ) ) {
CALL_ERROR_OR_ERROR_DATA( GLU_OUT_OF_MEMORY );
}
}
inline void GLUAPIENTRY
gluTessBeginPolygon( GLUtesselator *tess, void *data )
{
RequireState( tess, T_DORMANT );
tess->state = T_IN_POLYGON;
tess->cacheCount = 0;
tess->emptyCache = TOOLS_GLU_FALSE;
tess->mesh = NULL;
tess->polygonData= data;
}
inline void GLUAPIENTRY
gluTessBeginContour( GLUtesselator *tess )
{
RequireState( tess, T_IN_POLYGON );
tess->state = T_IN_CONTOUR;
tess->lastEdge = NULL;
if( tess->cacheCount > 0 ) {
/* Just set a flag so we don't get confused by empty contours
* -- these can be generated accidentally with the obsolete
* NextContour() interface.
*/
tess->emptyCache = TOOLS_GLU_TRUE;
}
}
inline void GLUAPIENTRY
gluTessEndContour( GLUtesselator *tess )
{
RequireState( tess, T_IN_CONTOUR );
tess->state = T_IN_POLYGON;
}
inline void GLUAPIENTRY
gluTessEndPolygon( GLUtesselator *tess )
{
GLUmesh *mesh;
if (setjmp(tess->env) != 0) {
/* come back here if out of memory */
CALL_ERROR_OR_ERROR_DATA( GLU_OUT_OF_MEMORY );
return;
}
RequireState( tess, T_IN_POLYGON );
tess->state = T_DORMANT;
if( tess->mesh == NULL ) {
if( ! tess->flagBoundary && tess->callMesh == &static_noMesh ) {
/* Try some special code to make the easy cases go quickly
* (eg. convex polygons). This code does NOT handle multiple contours,
* intersections, edge flags, and of course it does not generate
* an explicit mesh either.
*/
if( __gl_renderCache( tess )) {
tess->polygonData= NULL;
return;
}
}
if ( !static_EmptyCache( tess ) ) longjmp(tess->env,1); /* could've used a label*/
}
/* Determine the polygon normal and project vertices onto the plane
* of the polygon.
*/
__gl_projectPolygon( tess );
/* __gl_computeInterior( 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 ( !__gl_computeInterior( tess ) ) {
longjmp(tess->env,1); /* could've used a label */
}
mesh = tess->mesh;
if( ! tess->fatalError ) {
int rc = 1;
/* 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( tess->boundaryOnly ) {
rc = __gl_meshSetWindingNumber( mesh, 1, TOOLS_GLU_TRUE );
} else {
rc = __gl_meshTessellateInterior( mesh );
}
if (rc == 0) longjmp(tess->env,1); /* could've used a label */
__gl_meshCheckMesh( mesh );
if( tess->callBegin != &static_noBegin || tess->callEnd != &static_noEnd
|| tess->callVertex != &static_noVertex || tess->callEdgeFlag != &static_noEdgeFlag
|| tess->callBeginData != &__gl_noBeginData
|| tess->callEndData != &__gl_noEndData
|| tess->callVertexData != &__gl_noVertexData
|| tess->callEdgeFlagData != &__gl_noEdgeFlagData )
{
if( tess->boundaryOnly ) {
__gl_renderBoundary( tess, mesh ); /* output boundary contours */
} else {
__gl_renderMesh( tess, mesh ); /* output strips and fans */
}
}
if( tess->callMesh != &static_noMesh ) {
/* Throw away the exterior faces, so that all faces are interior.
* This way the user doesn't have to check the "inside" flag,
* and we don't need to even reveal its existence. It also leaves
* the freedom for an implementation to not generate the exterior
* faces in the first place.
*/
__gl_meshDiscardExterior( mesh );
(*tess->callMesh)( mesh ); /* user wants the mesh itself */
tess->mesh = NULL;
tess->polygonData= NULL;
return;
}
}
__gl_meshDeleteMesh( mesh );
tess->polygonData= NULL;
tess->mesh = NULL;
}
/*******************************************************/
/* Obsolete calls -- for backward compatibility */
/*
inline void GLUAPIENTRY
gluBeginPolygon( GLUtesselator *tess )
{
gluTessBeginPolygon( tess, NULL );
gluTessBeginContour( tess );
}
inline void GLUAPIENTRY
gluNextContour( GLUtesselator *tess, GLUenum type )
{
gluTessEndContour( tess );
gluTessBeginContour( tess );
}
inline void GLUAPIENTRY
gluEndPolygon( GLUtesselator *tess )
{
gluTessEndContour( tess );
gluTessEndPolygon( tess );
}
*/
#include "undef"
#endif
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/*
* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice including the dates of first publication and
* either this permission notice or a reference to
* http://oss.sgi.com/projects/FreeB/
* shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Except as contained in this notice, the name of Silicon Graphics, Inc.
* shall not be used in advertising or otherwise to promote the sale, use or
* other dealings in this Software without prior written authorization from
* Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
**
*/
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// see license file for original license.
#ifndef tools_glutess_memalloc
#define tools_glutess_memalloc
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
#ifdef TOOLS_MEM
#include "../mem"
#include <cstdlib>
namespace tools {
inline void* mem_alloc(size_t a_size){
mem::increment(tools::s_malloc().c_str());
return ::malloc(a_size);
}
inline void* mem_realloc(void* a_ptr,size_t a_size){
if(a_ptr==NULL) mem::increment(tools::s_malloc().c_str());
return ::realloc(a_ptr,a_size);
}
inline void mem_free(void* a_ptr){
if(a_ptr!=NULL) mem::decrement(tools::s_malloc().c_str());
::free(a_ptr);
}
inline int mem_init( size_t /*maxFast*/) {return 1;}
}
#else
#include <cstdlib>
#include <cstring>
namespace tools {
inline void* mem_alloc(size_t a_size) {return ::memset( ::malloc( a_size ), 0xa5, a_size);}
inline void* mem_realloc(void* a_ptr,size_t a_size){return ::realloc(a_ptr,a_size);}
inline void mem_free(void* a_ptr){::free(a_ptr);}
inline int mem_init( size_t /*maxFast*/) {return 1;}
}
#endif
#define memAlloc tools::mem_alloc
#define memRealloc tools::mem_realloc
#define memFree tools::mem_free
#define memInit tools::mem_init
#endif
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// see license file for original license.
#ifndef tools_glutess_mesh
#define tools_glutess_mesh
#include "_glu"
typedef struct GLUmesh GLUmesh;
typedef struct GLUvertex GLUvertex;
typedef struct GLUface GLUface;
typedef struct GLUhalfEdge GLUhalfEdge;
typedef struct ActiveRegion ActiveRegion; /* Internal data */
/* The mesh structure is similar in spirit, notation, and operations
* to the "quad-edge" structure (see L. Guibas and J. Stolfi, Primitives
* for the manipulation of general subdivisions and the computation of
* Voronoi diagrams, ACM Transactions on Graphics, 4(2):74-123, April 1985).
* For a simplified description, see the course notes for CS348a,
* "Mathematical Foundations of Computer Graphics", available at the
* Stanford bookstore (and taught during the fall quarter).
* The implementation also borrows a tiny subset of the graph-based approach
* use in Mantyla's Geometric Work Bench (see M. Mantyla, An Introduction
* to Sold Modeling, Computer Science Press, Rockville, Maryland, 1988).
*
* The fundamental data structure is the "half-edge". Two half-edges
* go together to make an edge, but they point in opposite directions.
* Each half-edge has a pointer to its mate (the "symmetric" half-edge Sym),
* its origin vertex (Org), the face on its left side (Lface), and the
* adjacent half-edges in the CCW direction around the origin vertex
* (Onext) and around the left face (Lnext). There is also a "next"
* pointer for the global edge list (see below).
*
* The notation used for mesh navigation:
* Sym = the mate of a half-edge (same edge, but opposite direction)
* Onext = edge CCW around origin vertex (keep same origin)
* Dnext = edge CCW around destination vertex (keep same dest)
* Lnext = edge CCW around left face (dest becomes new origin)
* Rnext = edge CCW around right face (origin becomes new dest)
*
* "prev" means to substitute CW for CCW in the definitions above.
*
* The mesh keeps global lists of all vertices, faces, and edges,
* stored as doubly-linked circular lists with a dummy header node.
* The mesh stores pointers to these dummy headers (vHead, fHead, eHead).
*
* The circular edge list is special; since half-edges always occur
* in pairs (e and e->Sym), each half-edge stores a pointer in only
* one direction. Starting at eHead and following the e->next pointers
* will visit each *edge* once (ie. e or e->Sym, but not both).
* e->Sym stores a pointer in the opposite direction, thus it is
* always true that e->Sym->next->Sym->next == e.
*
* Each vertex has a pointer to next and previous vertices in the
* circular list, and a pointer to a half-edge with this vertex as
* the origin (NULL if this is the dummy header). There is also a
* field "data" for client data.
*
* Each face has a pointer to the next and previous faces in the
* circular list, and a pointer to a half-edge with this face as
* the left face (NULL if this is the dummy header). There is also
* a field "data" for client data.
*
* Note that what we call a "face" is really a loop; faces may consist
* of more than one loop (ie. not simply connected), but there is no
* record of this in the data structure. The mesh may consist of
* several disconnected regions, so it may not be possible to visit
* the entire mesh by starting at a half-edge and traversing the edge
* structure.
*
* The mesh does NOT support isolated vertices; a vertex is deleted along
* with its last edge. Similarly when two faces are merged, one of the
* faces is deleted (see __gl_meshDelete below). For mesh operations,
* all face (loop) and vertex pointers must not be NULL. However, once
* mesh manipulation is finished, __gl_MeshZapFace can be used to delete
* faces of the mesh, one at a time. All external faces can be "zapped"
* before the mesh is returned to the client; then a NULL face indicates
* a region which is not part of the output polygon.
*/
struct GLUvertex {
GLUvertex *next; /* next vertex (never NULL) */
GLUvertex *prev; /* previous vertex (never NULL) */
GLUhalfEdge *anEdge; /* a half-edge with this origin */
void *data; /* client's data */
/* Internal data (keep hidden) */
GLUdouble coords[3]; /* vertex location in 3D */
GLUdouble s, t; /* projection onto the sweep plane */
long pqHandle; /* to allow deletion from priority queue */
};
struct GLUface {
GLUface *next; /* next face (never NULL) */
GLUface *prev; /* previous face (never NULL) */
GLUhalfEdge *anEdge; /* a half edge with this left face */
void *data; /* room for client's data */
/* Internal data (keep hidden) */
GLUface *trail; /* "stack" for conversion to strips */
GLUboolean marked; /* flag for conversion to strips */
GLUboolean inside; /* this face is in the polygon interior */
};
struct GLUhalfEdge {
GLUhalfEdge *next; /* doubly-linked list (prev==Sym->next) */
GLUhalfEdge *Sym; /* same edge, opposite direction */
GLUhalfEdge *Onext; /* next edge CCW around origin */
GLUhalfEdge *Lnext; /* next edge CCW around left face */
GLUvertex *Org; /* origin vertex (Overtex too long) */
GLUface *Lface; /* left face */
/* Internal data (keep hidden) */
ActiveRegion *activeRegion; /* a region with this upper edge (sweep.c) */
int winding; /* change in winding number when crossing
from the right face to the left face */
};
#define Rface Sym->Lface
#define Dst Sym->Org
#define Oprev Sym->Lnext
#define Lprev Onext->Sym
#define Dprev Lnext->Sym
#define Rprev Sym->Onext
#define Dnext Rprev->Sym /* 3 pointers */
#define Rnext Oprev->Sym /* 3 pointers */
struct GLUmesh {
GLUvertex vHead; /* dummy header for vertex list */
GLUface fHead; /* dummy header for face list */
GLUhalfEdge eHead; /* dummy header for edge list */
GLUhalfEdge eHeadSym; /* and its symmetric counterpart */
};
/* The mesh operations below have three motivations: completeness,
* convenience, and efficiency. The basic mesh operations are MakeEdge,
* Splice, and Delete. All the other edge operations can be implemented
* in terms of these. The other operations are provided for convenience
* and/or efficiency.
*
* When a face is split or a vertex is added, they are inserted into the
* global list *before* the existing vertex or face (ie. e->Org or e->Lface).
* This makes it easier to process all vertices or faces in the global lists
* without worrying about processing the same data twice. As a convenience,
* when a face is split, the "inside" flag is copied from the old face.
* Other internal data (v->data, v->activeRegion, f->data, f->marked,
* f->trail, e->winding) is set to zero.
*
* ********************** Basic Edge Operations **************************
*
* __gl_meshMakeEdge( mesh ) creates one edge, two vertices, and a loop.
* The loop (face) consists of the two new half-edges.
*
* __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
* mesh connectivity and topology. It changes the mesh so that
* eOrg->Onext <- OLD( eDst->Onext )
* eDst->Onext <- OLD( eOrg->Onext )
* where OLD(...) means the value before the meshSplice operation.
*
* This can have two effects on the vertex structure:
* - if eOrg->Org != eDst->Org, the two vertices are merged together
* - if eOrg->Org == eDst->Org, the origin is split into two vertices
* In both cases, eDst->Org is changed and eOrg->Org is untouched.
*
* Similarly (and independently) for the face structure,
* - if eOrg->Lface == eDst->Lface, one loop is split into two
* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
*
* __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
* if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
* eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
* the newly created loop will contain eDel->Dst. If the deletion of eDel
* would create isolated vertices, those are deleted as well.
*
* ********************** Other Edge Operations **************************
*
* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*
* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
* eOrg and eNew will have the same left face.
*
* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
* to eDst->Org, and returns the corresponding half-edge eNew.
* If eOrg->Lface == eDst->Lface, this splits one loop into two,
* and the newly created loop is eNew->Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst->Lface is destroyed.
*
* ************************ Other Operations *****************************
*
* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*
* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*
* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*
* __gl_meshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a NULL pointer as their
* left face. Any edges which also have a NULL pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*
* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
*/
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
//#include "gluos"
#include <cstddef>
#include <cassert>
#include "memalloc"
inline/*static*/ GLUvertex *static_allocVertex()
{
return (GLUvertex *)memAlloc( sizeof( GLUvertex ));
}
inline/*static*/ GLUface *static_allocFace()
{
return (GLUface *)memAlloc( sizeof( GLUface ));
}
/************************ Utility Routines ************************/
/* Allocate and free half-edges in pairs for efficiency.
* The *only* place that should use this fact is allocation/free.
*/
typedef struct { GLUhalfEdge e, eSym; } EdgePair;
/* MakeEdge creates a new pair of half-edges which form their own loop.
* No vertex or face structures are allocated, but these must be assigned
* before the current edge operation is completed.
*/
inline/*static*/ GLUhalfEdge *static_MakeEdge( GLUhalfEdge *eNext )
{
GLUhalfEdge *e;
GLUhalfEdge *eSym;
GLUhalfEdge *ePrev;
EdgePair *pair = (EdgePair *)memAlloc( sizeof( EdgePair ));
if (pair == NULL) return NULL;
e = &pair->e;
eSym = &pair->eSym;
/* Make sure eNext points to the first edge of the edge pair */
if( eNext->Sym < eNext ) { eNext = eNext->Sym; }
/* Insert in circular doubly-linked list before eNext.
* Note that the prev pointer is stored in Sym->next.
*/
ePrev = eNext->Sym->next;
eSym->next = ePrev;
ePrev->Sym->next = e;
e->next = eNext;
eNext->Sym->next = eSym;
e->Sym = eSym;
e->Onext = e;
e->Lnext = eSym;
e->Org = NULL;
e->Lface = NULL;
e->winding = 0;
e->activeRegion = NULL;
eSym->Sym = e;
eSym->Onext = eSym;
eSym->Lnext = e;
eSym->Org = NULL;
eSym->Lface = NULL;
eSym->winding = 0;
eSym->activeRegion = NULL;
return e;
}
/* Splice( a, b ) is best described by the Guibas/Stolfi paper or the
* CS348a notes (see mesh.h). Basically it modifies the mesh so that
* a->Onext and b->Onext are exchanged. This can have various effects
* depending on whether a and b belong to different face or vertex rings.
* For more explanation see __gl_meshSplice() below.
*/
inline/*static*/ void static_Splice( GLUhalfEdge *a, GLUhalfEdge *b )
{
GLUhalfEdge *aOnext = a->Onext;
GLUhalfEdge *bOnext = b->Onext;
aOnext->Sym->Lnext = b;
bOnext->Sym->Lnext = a;
a->Onext = bOnext;
b->Onext = aOnext;
}
/* MakeVertex( newVertex, eOrig, vNext ) attaches a new vertex and makes it the
* origin of all edges in the vertex loop to which eOrig belongs. "vNext" gives
* a place to insert the new vertex in the global vertex list. We insert
* the new vertex *before* vNext so that algorithms which walk the vertex
* list will not see the newly created vertices.
*/
inline/*static*/ void static_MakeVertex( GLUvertex *newVertex,
GLUhalfEdge *eOrig, GLUvertex *vNext )
{
GLUhalfEdge *e;
GLUvertex *vPrev;
GLUvertex *vNew = newVertex;
assert(vNew != NULL);
/* insert in circular doubly-linked list before vNext */
vPrev = vNext->prev;
vNew->prev = vPrev;
vPrev->next = vNew;
vNew->next = vNext;
vNext->prev = vNew;
vNew->anEdge = eOrig;
vNew->data = NULL;
/* leave coords, s, t undefined */
/* fix other edges on this vertex loop */
e = eOrig;
do {
e->Org = vNew;
e = e->Onext;
} while( e != eOrig );
}
/* MakeFace( newFace, eOrig, fNext ) attaches a new face and makes it the left
* face of all edges in the face loop to which eOrig belongs. "fNext" gives
* a place to insert the new face in the global face list. We insert
* the new face *before* fNext so that algorithms which walk the face
* list will not see the newly created faces.
*/
inline/*static*/ void static_MakeFace( GLUface *newFace, GLUhalfEdge *eOrig, GLUface *fNext )
{
GLUhalfEdge *e;
GLUface *fPrev;
GLUface *fNew = newFace;
assert(fNew != NULL);
/* insert in circular doubly-linked list before fNext */
fPrev = fNext->prev;
fNew->prev = fPrev;
fPrev->next = fNew;
fNew->next = fNext;
fNext->prev = fNew;
fNew->anEdge = eOrig;
fNew->data = NULL;
fNew->trail = NULL;
fNew->marked = TOOLS_GLU_FALSE;
/* The new face is marked "inside" if the old one was. This is a
* convenience for the common case where a face has been split in two.
*/
fNew->inside = fNext->inside;
/* fix other edges on this face loop */
e = eOrig;
do {
e->Lface = fNew;
e = e->Lnext;
} while( e != eOrig );
}
/* KillEdge( eDel ) destroys an edge (the half-edges eDel and eDel->Sym),
* and removes from the global edge list.
*/
inline/*static*/ void static_KillEdge( GLUhalfEdge *eDel )
{
GLUhalfEdge *ePrev, *eNext;
/* Half-edges are allocated in pairs, see EdgePair above */
if( eDel->Sym < eDel ) { eDel = eDel->Sym; }
/* delete from circular doubly-linked list */
eNext = eDel->next;
ePrev = eDel->Sym->next;
eNext->Sym->next = ePrev;
ePrev->Sym->next = eNext;
memFree( eDel );
}
/* KillVertex( vDel ) destroys a vertex and removes it from the global
* vertex list. It updates the vertex loop to point to a given new vertex.
*/
inline/*static*/ void static_KillVertex( GLUvertex *vDel, GLUvertex *newOrg )
{
GLUhalfEdge *e, *eStart = vDel->anEdge;
GLUvertex *vPrev, *vNext;
/* change the origin of all affected edges */
e = eStart;
do {
e->Org = newOrg;
e = e->Onext;
} while( e != eStart );
/* delete from circular doubly-linked list */
vPrev = vDel->prev;
vNext = vDel->next;
vNext->prev = vPrev;
vPrev->next = vNext;
memFree( vDel );
}
/* KillFace( fDel ) destroys a face and removes it from the global face
* list. It updates the face loop to point to a given new face.
*/
inline/*static*/ void static_KillFace( GLUface *fDel, GLUface *newLface )
{
GLUhalfEdge *e, *eStart = fDel->anEdge;
GLUface *fPrev, *fNext;
/* change the left face of all affected edges */
e = eStart;
do {
e->Lface = newLface;
e = e->Lnext;
} while( e != eStart );
/* delete from circular doubly-linked list */
fPrev = fDel->prev;
fNext = fDel->next;
fNext->prev = fPrev;
fPrev->next = fNext;
memFree( fDel );
}
/****************** Basic Edge Operations **********************/
/* __gl_meshMakeEdge creates one edge, two vertices, and a loop (face).
* The loop consists of the two new half-edges.
*/
inline GLUhalfEdge *__gl_meshMakeEdge( GLUmesh *mesh )
{
GLUvertex *newVertex1= static_allocVertex();
GLUvertex *newVertex2= static_allocVertex();
GLUface *newFace= static_allocFace();
GLUhalfEdge *e;
/* if any one is null then all get freed */
if (newVertex1 == NULL || newVertex2 == NULL || newFace == NULL) {
if (newVertex1 != NULL) memFree(newVertex1);
if (newVertex2 != NULL) memFree(newVertex2);
if (newFace != NULL) memFree(newFace);
return NULL;
}
e = static_MakeEdge( &mesh->eHead );
if (e == NULL) {
memFree(newVertex1);
memFree(newVertex2);
memFree(newFace);
return NULL;
}
static_MakeVertex( newVertex1, e, &mesh->vHead );
static_MakeVertex( newVertex2, e->Sym, &mesh->vHead );
static_MakeFace( newFace, e, &mesh->fHead );
return e;
}
/* __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
* mesh connectivity and topology. It changes the mesh so that
* eOrg->Onext <- OLD( eDst->Onext )
* eDst->Onext <- OLD( eOrg->Onext )
* where OLD(...) means the value before the meshSplice operation.
*
* This can have two effects on the vertex structure:
* - if eOrg->Org != eDst->Org, the two vertices are merged together
* - if eOrg->Org == eDst->Org, the origin is split into two vertices
* In both cases, eDst->Org is changed and eOrg->Org is untouched.
*
* Similarly (and independently) for the face structure,
* - if eOrg->Lface == eDst->Lface, one loop is split into two
* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
*
* Some special cases:
* If eDst == eOrg, the operation has no effect.
* If eDst == eOrg->Lnext, the new face will have a single edge.
* If eDst == eOrg->Lprev, the old face will have a single edge.
* If eDst == eOrg->Onext, the new vertex will have a single edge.
* If eDst == eOrg->Oprev, the old vertex will have a single edge.
*/
inline int __gl_meshSplice( GLUhalfEdge *eOrg, GLUhalfEdge *eDst )
{
int joiningLoops = TOOLS_GLU_FALSE;
int joiningVertices = TOOLS_GLU_FALSE;
if( eOrg == eDst ) return 1;
if( eDst->Org != eOrg->Org ) {
/* We are merging two disjoint vertices -- destroy eDst->Org */
joiningVertices = TOOLS_GLU_TRUE;
static_KillVertex( eDst->Org, eOrg->Org );
}
if( eDst->Lface != eOrg->Lface ) {
/* We are connecting two disjoint loops -- destroy eDst->Lface */
joiningLoops = TOOLS_GLU_TRUE;
static_KillFace( eDst->Lface, eOrg->Lface );
}
/* Change the edge structure */
static_Splice( eDst, eOrg );
if( ! joiningVertices ) {
GLUvertex *newVertex= static_allocVertex();
if (newVertex == NULL) return 0;
/* We split one vertex into two -- the new vertex is eDst->Org.
* Make sure the old vertex points to a valid half-edge.
*/
static_MakeVertex( newVertex, eDst, eOrg->Org );
eOrg->Org->anEdge = eOrg;
}
if( ! joiningLoops ) {
GLUface *newFace= static_allocFace();
if (newFace == NULL) return 0;
/* We split one loop into two -- the new loop is eDst->Lface.
* Make sure the old face points to a valid half-edge.
*/
static_MakeFace( newFace, eDst, eOrg->Lface );
eOrg->Lface->anEdge = eOrg;
}
return 1;
}
/* __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
* if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
* eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
* the newly created loop will contain eDel->Dst. If the deletion of eDel
* would create isolated vertices, those are deleted as well.
*
* This function could be implemented as two calls to __gl_meshSplice
* plus a few calls to memFree, but this would allocate and delete
* unnecessary vertices and faces.
*/
inline int __gl_meshDelete( GLUhalfEdge *eDel )
{
GLUhalfEdge *eDelSym = eDel->Sym;
int joiningLoops = TOOLS_GLU_FALSE;
/* First step: disconnect the origin vertex eDel->Org. We make all
* changes to get a consistent mesh in this "intermediate" state.
*/
if( eDel->Lface != eDel->Rface ) {
/* We are joining two loops into one -- remove the left face */
joiningLoops = TOOLS_GLU_TRUE;
static_KillFace( eDel->Lface, eDel->Rface );
/* G.Barrand : note : Coverity says that there is a problem using eDel->Lface->anEdge in the below,
but it appears that at the out of the upper static_KillFace() call (then here), eDel->Lface before
(the pointer freeed) is not the same than after (then here). */
}
if( eDel->Onext == eDel ) {
static_KillVertex( eDel->Org, NULL );
} else {
/* Make sure that eDel->Org and eDel->Rface point to valid half-edges */
eDel->Rface->anEdge = eDel->Oprev;
eDel->Org->anEdge = eDel->Onext;
static_Splice( eDel, eDel->Oprev );
if( ! joiningLoops ) {
GLUface *newFace= static_allocFace();
if (newFace == NULL) return 0;
/* We are splitting one loop into two -- create a new loop for eDel. */
static_MakeFace( newFace, eDel, eDel->Lface );
}
}
/* Claim: the mesh is now in a consistent state, except that eDel->Org
* may have been deleted. Now we disconnect eDel->Dst.
*/
if( eDelSym->Onext == eDelSym ) {
static_KillVertex( eDelSym->Org, NULL );
static_KillFace( eDelSym->Lface, NULL );
} else {
/* Make sure that eDel->Dst and eDel->Lface point to valid half-edges */
eDel->Lface->anEdge = eDelSym->Oprev;
eDelSym->Org->anEdge = eDelSym->Onext;
static_Splice( eDelSym, eDelSym->Oprev );
}
/* Any isolated vertices or faces have already been freed. */
static_KillEdge( eDel );
return 1;
}
/******************** Other Edge Operations **********************/
/* All these routines can be implemented with the basic edge
* operations above. They are provided for convenience and efficiency.
*/
/* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*/
inline GLUhalfEdge *__gl_meshAddEdgeVertex( GLUhalfEdge *eOrg )
{
GLUhalfEdge *eNewSym;
GLUhalfEdge *eNew = static_MakeEdge( eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
/* Connect the new edge appropriately */
static_Splice( eNew, eOrg->Lnext );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
{
GLUvertex *newVertex= static_allocVertex();
if (newVertex == NULL) return NULL;
static_MakeVertex( newVertex, eNewSym, eNew->Org );
}
eNew->Lface = eNewSym->Lface = eOrg->Lface;
return eNew;
}
/* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
* eOrg and eNew will have the same left face.
*/
inline GLUhalfEdge *__gl_meshSplitEdge( GLUhalfEdge *eOrg )
{
GLUhalfEdge *eNew;
GLUhalfEdge *tempHalfEdge= __gl_meshAddEdgeVertex( eOrg );
if (tempHalfEdge == NULL) return NULL;
eNew = tempHalfEdge->Sym;
/* Disconnect eOrg from eOrg->Dst and connect it to eNew->Org */
static_Splice( eOrg->Sym, eOrg->Sym->Oprev );
static_Splice( eOrg->Sym, eNew );
/* Set the vertex and face information */
eOrg->Dst = eNew->Org;
eNew->Dst->anEdge = eNew->Sym; /* may have pointed to eOrg->Sym */
eNew->Rface = eOrg->Rface;
eNew->winding = eOrg->winding; /* copy old winding information */
eNew->Sym->winding = eOrg->Sym->winding;
return eNew;
}
/* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
* to eDst->Org, and returns the corresponding half-edge eNew.
* If eOrg->Lface == eDst->Lface, this splits one loop into two,
* and the newly created loop is eNew->Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst->Lface is destroyed.
*
* If (eOrg == eDst), the new face will have only two edges.
* If (eOrg->Lnext == eDst), the old face is reduced to a single edge.
* If (eOrg->Lnext->Lnext == eDst), the old face is reduced to two edges.
*/
inline GLUhalfEdge *__gl_meshConnect( GLUhalfEdge *eOrg, GLUhalfEdge *eDst )
{
GLUhalfEdge *eNewSym;
int joiningLoops = TOOLS_GLU_FALSE;
GLUhalfEdge *eNew = static_MakeEdge( eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
if( eDst->Lface != eOrg->Lface ) {
/* We are connecting two disjoint loops -- destroy eDst->Lface */
joiningLoops = TOOLS_GLU_TRUE;
static_KillFace( eDst->Lface, eOrg->Lface );
}
/* Connect the new edge appropriately */
static_Splice( eNew, eOrg->Lnext );
static_Splice( eNewSym, eDst );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
eNewSym->Org = eDst->Org;
eNew->Lface = eNewSym->Lface = eOrg->Lface;
/* Make sure the old face points to a valid half-edge */
eOrg->Lface->anEdge = eNewSym;
if( ! joiningLoops ) {
GLUface *newFace= static_allocFace();
if (newFace == NULL) return NULL;
/* We split one loop into two -- the new loop is eNew->Lface */
static_MakeFace( newFace, eNew, eOrg->Lface );
}
return eNew;
}
/******************** Other Operations **********************/
/* __gl_meshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a NULL pointer as their
* left face. Any edges which also have a NULL pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*/
inline void __gl_meshZapFace( GLUface *fZap )
{
GLUhalfEdge *eStart = fZap->anEdge;
GLUhalfEdge *e, *eNext, *eSym;
GLUface *fPrev, *fNext;
/* walk around face, deleting edges whose right face is also NULL */
eNext = eStart->Lnext;
do {
e = eNext;
eNext = e->Lnext;
e->Lface = NULL;
if( e->Rface == NULL ) {
/* delete the edge -- see __gl_MeshDelete above */
if( e->Onext == e ) {
static_KillVertex( e->Org, NULL );
} else {
/* Make sure that e->Org points to a valid half-edge */
e->Org->anEdge = e->Onext;
static_Splice( e, e->Oprev );
}
eSym = e->Sym;
if( eSym->Onext == eSym ) {
static_KillVertex( eSym->Org, NULL );
} else {
/* Make sure that eSym->Org points to a valid half-edge */
eSym->Org->anEdge = eSym->Onext;
static_Splice( eSym, eSym->Oprev );
}
static_KillEdge( e );
}
} while( e != eStart );
/* delete from circular doubly-linked list */
fPrev = fZap->prev;
fNext = fZap->next;
fNext->prev = fPrev;
fPrev->next = fNext;
memFree( fZap );
}
/* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*/
inline GLUmesh *__gl_meshNewMesh( void )
{
GLUvertex *v;
GLUface *f;
GLUhalfEdge *e;
GLUhalfEdge *eSym;
GLUmesh *mesh = (GLUmesh *)memAlloc( sizeof( GLUmesh ));
if (mesh == NULL) {
return NULL;
}
v = &mesh->vHead;
f = &mesh->fHead;
e = &mesh->eHead;
eSym = &mesh->eHeadSym;
v->next = v->prev = v;
v->anEdge = NULL;
v->data = NULL;
f->next = f->prev = f;
f->anEdge = NULL;
f->data = NULL;
f->trail = NULL;
f->marked = TOOLS_GLU_FALSE;
f->inside = TOOLS_GLU_FALSE;
e->next = e;
e->Sym = eSym;
e->Onext = NULL;
e->Lnext = NULL;
e->Org = NULL;
e->Lface = NULL;
e->winding = 0;
e->activeRegion = NULL;
eSym->next = eSym;
eSym->Sym = e;
eSym->Onext = NULL;
eSym->Lnext = NULL;
eSym->Org = NULL;
eSym->Lface = NULL;
eSym->winding = 0;
eSym->activeRegion = NULL;
return mesh;
}
/* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*/
inline GLUmesh *__gl_meshUnion( GLUmesh *mesh1, GLUmesh *mesh2 )
{
GLUface *f1 = &mesh1->fHead;
GLUvertex *v1 = &mesh1->vHead;
GLUhalfEdge *e1 = &mesh1->eHead;
GLUface *f2 = &mesh2->fHead;
GLUvertex *v2 = &mesh2->vHead;
GLUhalfEdge *e2 = &mesh2->eHead;
/* Add the faces, vertices, and edges of mesh2 to those of mesh1 */
if( f2->next != f2 ) {
f1->prev->next = f2->next;
f2->next->prev = f1->prev;
f2->prev->next = f1;
f1->prev = f2->prev;
}
if( v2->next != v2 ) {
v1->prev->next = v2->next;
v2->next->prev = v1->prev;
v2->prev->next = v1;
v1->prev = v2->prev;
}
if( e2->next != e2 ) {
e1->Sym->next->Sym->next = e2->next;
e2->next->Sym->next = e1->Sym->next;
e2->Sym->next->Sym->next = e1;
e1->Sym->next = e2->Sym->next;
}
memFree( mesh2 );
return mesh1;
}
#ifdef DELETE_BY_ZAPPING
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
inline void __gl_meshDeleteMesh( GLUmesh *mesh )
{
GLUface *fHead = &mesh->fHead;
while( fHead->next != fHead ) {
__gl_meshZapFace( fHead->next );
}
assert( mesh->vHead.next == &mesh->vHead );
memFree( mesh );
}
#else
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
inline void __gl_meshDeleteMesh( GLUmesh *mesh )
{
GLUface *f, *fNext;
GLUvertex *v, *vNext;
GLUhalfEdge *e, *eNext;
for( f = mesh->fHead.next; f != &mesh->fHead; f = fNext ) {
fNext = f->next;
memFree( f );
}
for( v = mesh->vHead.next; v != &mesh->vHead; v = vNext ) {
vNext = v->next;
memFree( v );
}
for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
/* One call frees both e and e->Sym (see EdgePair above) */
eNext = e->next;
memFree( e );
}
memFree( mesh );
}
#endif
inline void __gl_meshCheckMesh( GLUmesh *mesh )
{
GLUface *fHead = &mesh->fHead;
GLUvertex *vHead = &mesh->vHead;
GLUhalfEdge *eHead = &mesh->eHead;
GLUface *f, *fPrev;
GLUvertex *v, *vPrev;
GLUhalfEdge *e, *ePrev;
fPrev = fHead;
for( fPrev = fHead ; (f = fPrev->next) != fHead; fPrev = f) {
assert( f->prev == fPrev );
e = f->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Lface == f );
e = e->Lnext;
} while( e != f->anEdge );
}
assert( f->prev == fPrev && f->anEdge == NULL && f->data == NULL );
vPrev = vHead;
for( vPrev = vHead ; (v = vPrev->next) != vHead; vPrev = v) {
assert( v->prev == vPrev );
e = v->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Org == v );
e = e->Onext;
} while( e != v->anEdge );
}
assert( v->prev == vPrev && v->anEdge == NULL && v->data == NULL );
ePrev = eHead;
for( ePrev = eHead ; (e = ePrev->next) != eHead; ePrev = e) {
assert( e->Sym->next == ePrev->Sym );
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Org != NULL );
assert( e->Dst != NULL );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
}
assert( e->Sym->next == ePrev->Sym
&& e->Sym == &mesh->eHeadSym
&& e->Sym->Sym == e
&& e->Org == NULL && e->Dst == NULL
&& e->Lface == NULL && e->Rface == NULL );
}
#endif
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// see license file for original license.
#ifndef tools_glutess_normal
#define tools_glutess_normal
#include "_tess"
/* __gl_projectPolygon( tess ) determines the polygon normal
* and project vertices onto the plane of the polygon.
*/
//void __gl_projectPolygon( GLUtesselator *tess );
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
#include <cmath>
#define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
inline/*static*/ int static_LongAxis( GLUdouble v[3] )
{
int i = 0;
if( GLU_ABS(v[1]) > GLU_ABS(v[0]) ) { i = 1; }
if( GLU_ABS(v[2]) > GLU_ABS(v[i]) ) { i = 2; }
return i;
}
inline/*static*/ void static_ComputeNormal( GLUtesselator *tess, GLUdouble norm[3] )
{
GLUvertex *v, *v1, *v2;
GLUdouble c, tLen2, maxLen2;
GLUdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
GLUvertex *maxVert[3], *minVert[3];
GLUvertex *vHead = &tess->mesh->vHead;
int i;
maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
minVert[0] = 0;minVert[1] = 0;minVert[2] = 0; //G.Barrand : to quiet Coverity.
maxVert[0] = 0;maxVert[1] = 0;maxVert[2] = 0; //G.Barrand : to quiet Coverity.
for( v = vHead->next; v != vHead; v = v->next ) {
for( i = 0; i < 3; ++i ) {
c = v->coords[i];
if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
}
}
/* Find two vertices separated by at least 1/sqrt(3) of the maximum
* distance between any two vertices
*/
i = 0;
if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
if( minVal[i] >= maxVal[i] ) {
/* All vertices are the same -- normal doesn't matter */
norm[0] = 0; norm[1] = 0; norm[2] = 1;
return;
}
/* Look for a third vertex which forms the triangle with maximum area
* (Length of normal == twice the triangle area)
*/
maxLen2 = 0;
v1 = minVert[i];
v2 = maxVert[i];
if( !v1 || !v2 ) {norm[0] = 0; norm[1] = 0; norm[2] = 1;return;} //G.Barrand.
d1[0] = v1->coords[0] - v2->coords[0];
d1[1] = v1->coords[1] - v2->coords[1];
d1[2] = v1->coords[2] - v2->coords[2];
for( v = vHead->next; v != vHead; v = v->next ) {
d2[0] = v->coords[0] - v2->coords[0];
d2[1] = v->coords[1] - v2->coords[1];
d2[2] = v->coords[2] - v2->coords[2];
tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
if( tLen2 > maxLen2 ) {
maxLen2 = tLen2;
norm[0] = tNorm[0];
norm[1] = tNorm[1];
norm[2] = tNorm[2];
}
}
if( maxLen2 <= 0 ) {
/* All points lie on a single line -- any decent normal will do */
norm[0] = norm[1] = norm[2] = 0;
norm[static_LongAxis(d1)] = 1;
}
}
inline/*static*/ void static_CheckOrientation( GLUtesselator *tess )
{
GLUdouble area;
GLUface *f, *fHead = &tess->mesh->fHead;
GLUvertex *v, *vHead = &tess->mesh->vHead;
GLUhalfEdge *e;
/* When we compute the normal automatically, we choose the orientation
* so that the sum of the signed areas of all contours is non-negative.
*/
area = 0;
for( f = fHead->next; f != fHead; f = f->next ) {
e = f->anEdge;
if( e->winding <= 0 ) continue;
do {
area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
e = e->Lnext;
} while( e != f->anEdge );
}
if( area < 0 ) {
/* Reverse the orientation by flipping all the t-coordinates */
for( v = vHead->next; v != vHead; v = v->next ) {
v->t = - v->t;
}
tess->tUnit[0] = - tess->tUnit[0];
tess->tUnit[1] = - tess->tUnit[1];
tess->tUnit[2] = - tess->tUnit[2];
}
}
#if defined(SLANTED_SWEEP)
/* The "feature merging" is not intended to be complete. There are
* special cases where edges are nearly parallel to the sweep line
* which are not implemented. The algorithm should still behave
* robustly (ie. produce a reasonable tesselation) in the presence
* of such edges, however it may miss features which could have been
* merged. We could minimize this effect by choosing the sweep line
* direction to be something unusual (ie. not parallel to one of the
* coordinate axes).
*/
#define S_UNIT_X 0.50941539564955385 /* Pre-normalized */
#define S_UNIT_Y 0.86052074622010633
#else
#define S_UNIT_X 1.0
#define S_UNIT_Y 0.0
#endif
/* Determine the polygon normal and project vertices onto the plane
* of the polygon.
*/
inline void __gl_projectPolygon( GLUtesselator *tess )
{
GLUvertex *v, *vHead = &tess->mesh->vHead;
GLUdouble norm[3];
GLUdouble *sUnit, *tUnit;
int i, computedNormal = TOOLS_GLU_FALSE;
norm[0] = tess->normal[0];
norm[1] = tess->normal[1];
norm[2] = tess->normal[2];
if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
static_ComputeNormal( tess, norm );
computedNormal = TOOLS_GLU_TRUE;
}
sUnit = tess->sUnit;
tUnit = tess->tUnit;
i = static_LongAxis( norm );
#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
/* Choose the initial sUnit vector to be approximately perpendicular
* to the normal.
*/
Normalize( norm );
sUnit[i] = 0;
sUnit[(i+1)%3] = S_UNIT_X;
sUnit[(i+2)%3] = S_UNIT_Y;
/* Now make it exactly perpendicular */
w = Dot( sUnit, norm );
sUnit[0] -= w * norm[0];
sUnit[1] -= w * norm[1];
sUnit[2] -= w * norm[2];
Normalize( sUnit );
/* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
Normalize( tUnit );
#else
/* Project perpendicular to a coordinate axis -- better numerically */
sUnit[i] = 0;
sUnit[(i+1)%3] = S_UNIT_X;
sUnit[(i+2)%3] = S_UNIT_Y;
tUnit[i] = 0;
tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
#endif
/* Project the vertices onto the sweep plane */
for( v = vHead->next; v != vHead; v = v->next ) {
v->s = Dot( v->coords, sUnit );
v->t = Dot( v->coords, tUnit );
}
if( computedNormal ) {
static_CheckOrientation( tess );
}
}
#endif
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// see license file for original license.
#ifndef tools_glutess_priorityq
#define tools_glutess_priorityq
#include <climits> /* LONG_MAX */
#include "memalloc"
/* Include all the code for the regular heap-based queue here. */
/////////////////////////////////////////////////////////////////
//#include "priorityq-heap.ic"
//#include "priorityq-heap"
/* Use #define's so that another heap implementation can use this one */
#define PQkey PQHeapKey
#define PQhandle PQHeapHandle
#define PriorityQ PriorityQHeap
#define pqNewPriorityQ(leq) __gl_pqHeapNewPriorityQ(leq)
#define pqDeletePriorityQ(pq) __gl_pqHeapDeletePriorityQ(pq)
/* The basic operations are insertion of a new key (pqInsert),
* and examination/extraction of a key whose value is minimum
* (pqMinimum/pqExtractMin). Deletion is also allowed (pqDelete);
* for this purpose pqInsert returns a "handle" which is supplied
* as the argument.
*
* An initial heap may be created efficiently by calling pqInsert
* repeatedly, then calling pqInit. In any case pqInit must be called
* before any operations other than pqInsert are used.
*
* If the heap is empty, pqMinimum/pqExtractMin will return a NULL key.
* This may also be tested with pqIsEmpty.
*/
#define pqInit(pq) __gl_pqHeapInit(pq)
#define pqInsert(pq,key) __gl_pqHeapInsert(pq,key)
#define pqMinimum(pq) __gl_pqHeapMinimum(pq)
#define pqExtractMin(pq) __gl_pqHeapExtractMin(pq)
#define pqDelete(pq,handle) __gl_pqHeapDelete(pq,handle)
#define pqIsEmpty(pq) __gl_pqHeapIsEmpty(pq)
/* Since we support deletion the data structure is a little more
* complicated than an ordinary heap. "nodes" is the heap itself;
* active nodes are stored in the range 1..pq->size. When the
* heap exceeds its allocated size (pq->max), its size doubles.
* The children of node i are nodes 2i and 2i+1.
*
* Each node stores an index into an array "handles". Each handle
* stores a key, plus a pointer back to the node which currently
* represents that key (ie. nodes[handles[i].node].handle == i).
*/
typedef void *PQkey;
typedef long PQhandle;
typedef struct PriorityQ PriorityQ;
typedef struct { PQhandle handle; } PQnode;
typedef struct { PQkey key; PQhandle node; } PQhandleElem;
struct PriorityQ {
PQnode *nodes;
PQhandleElem *handles;
long size, max;
PQhandle freeList;
int initialized;
int (*leq)(PQkey key1, PQkey key2);
};
#define __gl_pqHeapMinimum(pq) ((pq)->handles[(pq)->nodes[1].handle].key)
#define __gl_pqHeapIsEmpty(pq) ((pq)->size == 0)
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
//#define INIT_SIZE 32
inline long INIT_SIZE() {
static const long s_value = 32;
return s_value;
}
/* Violates modularity, but a little faster */
#include "geom"
#define LEQ(x,y) VertLeq((GLUvertex *)x, (GLUvertex *)y)
/* really __gl_pqHeapNewPriorityQ */
inline PriorityQ *pqNewPriorityQ( int (*leq)(PQkey key1, PQkey key2) )
{
PriorityQ *pq = (PriorityQ *)memAlloc( sizeof( PriorityQ ));
if (pq == NULL) return NULL;
pq->size = 0;
pq->max = INIT_SIZE();
pq->nodes = (PQnode *)memAlloc( (INIT_SIZE() + 1) * sizeof(pq->nodes[0]) );
if (pq->nodes == NULL) {
memFree(pq);
return NULL;
}
pq->handles = (PQhandleElem *)memAlloc( (INIT_SIZE() + 1) * sizeof(pq->handles[0]) );
if (pq->handles == NULL) {
memFree(pq->nodes);
memFree(pq);
return NULL;
}
pq->initialized = TOOLS_GLU_FALSE;
pq->freeList = 0;
pq->leq = leq;
pq->nodes[1].handle = 1; /* so that Minimum() returns NULL */
pq->handles[1].key = NULL;
return pq;
}
/* really __gl_pqHeapDeletePriorityQ */
inline void pqDeletePriorityQ( PriorityQ *pq )
{
memFree( pq->handles );
memFree( pq->nodes );
memFree( pq );
}
inline/*static*/ void static_FloatDown( PriorityQ *pq, long curr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hCurr, hChild;
long child;
hCurr = n[curr].handle;
for( ;; ) {
child = curr << 1;
if( child < pq->size && LEQ( h[n[child+1].handle].key,
h[n[child].handle].key )) {
++child;
}
assert(child <= pq->max);
hChild = n[child].handle;
if( child > pq->size || LEQ( h[hCurr].key, h[hChild].key )) {
n[curr].handle = hCurr;
h[hCurr].node = curr;
break;
}
n[curr].handle = hChild;
h[hChild].node = curr;
curr = child;
}
}
inline/*static*/ void static_FloatUp( PriorityQ *pq, long curr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hCurr, hParent;
long parent;
hCurr = n[curr].handle;
for( ;; ) {
parent = curr >> 1;
hParent = n[parent].handle;
if( parent == 0 || LEQ( h[hParent].key, h[hCurr].key )) {
n[curr].handle = hCurr;
h[hCurr].node = curr;
break;
}
n[curr].handle = hParent;
h[hParent].node = curr;
curr = parent;
}
}
/* really __gl_pqHeapInit */
inline void pqInit( PriorityQ *pq )
{
long i;
/* This method of building a heap is O(n), rather than O(n lg n). */
for( i = pq->size; i >= 1; --i ) {
static_FloatDown( pq, i );
}
pq->initialized = TOOLS_GLU_TRUE;
}
/* really __gl_pqHeapInsert */
/* returns LONG_MAX iff out of memory */
inline PQhandle pqInsert( PriorityQ *pq, PQkey keyNew )
{
long curr;
PQhandle free;
curr = ++ pq->size;
if( (curr*2) > pq->max ) {
PQnode *saveNodes= pq->nodes;
PQhandleElem *saveHandles= pq->handles;
/* If the heap overflows, double its size. */
pq->max <<= 1;
pq->nodes = (PQnode *)memRealloc( pq->nodes,
(size_t)
((pq->max + 1) * sizeof( pq->nodes[0] )));
if (pq->nodes == NULL) {
pq->nodes = saveNodes; /* restore ptr to free upon return */
return LONG_MAX;
}
pq->handles = (PQhandleElem *)memRealloc( pq->handles,
(size_t)
((pq->max + 1) *
sizeof( pq->handles[0] )));
if (pq->handles == NULL) {
pq->handles = saveHandles; /* restore ptr to free upon return */
return LONG_MAX;
}
}
if( pq->freeList == 0 ) {
free = curr;
} else {
free = pq->freeList;
pq->freeList = pq->handles[free].node;
}
pq->nodes[curr].handle = free;
pq->handles[free].node = curr;
pq->handles[free].key = keyNew;
if( pq->initialized ) {
static_FloatUp( pq, curr );
}
assert(free != LONG_MAX);
return free;
}
/* really __gl_pqHeapExtractMin */
inline PQkey pqExtractMin( PriorityQ *pq )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hMin = n[1].handle;
PQkey min = h[hMin].key;
if( pq->size > 0 ) {
n[1].handle = n[pq->size].handle;
h[n[1].handle].node = 1;
h[hMin].key = NULL;
h[hMin].node = pq->freeList;
pq->freeList = hMin;
if( -- pq->size > 0 ) {
static_FloatDown( pq, 1 );
}
}
return min;
}
/* really __gl_pqHeapDelete */
inline void pqDelete( PriorityQ *pq, PQhandle hCurr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
long curr;
assert( hCurr >= 1 && hCurr <= pq->max && h[hCurr].key != NULL );
curr = h[hCurr].node;
n[curr].handle = n[pq->size].handle;
h[n[curr].handle].node = curr;
if( curr <= -- pq->size ) {
if( curr <= 1 || LEQ( h[n[curr>>1].handle].key, h[n[curr].handle].key )) {
static_FloatDown( pq, curr );
} else {
static_FloatUp( pq, curr );
}
}
h[hCurr].key = NULL;
h[hCurr].node = pq->freeList;
pq->freeList = hCurr;
}
/* Now redefine all the function names to map to their "Sort" versions. */
/////////////////////////////////////////////////////////////////
//#include "priorityq-sort"
#undef PQkey
#undef PQhandle
#undef PriorityQ
#undef pqNewPriorityQ
#undef pqDeletePriorityQ
#undef pqInit
#undef pqInsert
#undef pqMinimum
#undef pqExtractMin
#undef pqDelete
#undef pqIsEmpty
/* Use #define's so that another heap implementation can use this one */
#define PQkey PQSortKey
#define PQhandle PQSortHandle
#define PriorityQ PriorityQSort
#define pqNewPriorityQ(leq) __gl_pqSortNewPriorityQ(leq)
#define pqDeletePriorityQ(pq) __gl_pqSortDeletePriorityQ(pq)
/* The basic operations are insertion of a new key (pqInsert),
* and examination/extraction of a key whose value is minimum
* (pqMinimum/pqExtractMin). Deletion is also allowed (pqDelete);
* for this purpose pqInsert returns a "handle" which is supplied
* as the argument.
*
* An initial heap may be created efficiently by calling pqInsert
* repeatedly, then calling pqInit. In any case pqInit must be called
* before any operations other than pqInsert are used.
*
* If the heap is empty, pqMinimum/pqExtractMin will return a NULL key.
* This may also be tested with pqIsEmpty.
*/
#define pqInit(pq) __gl_pqSortInit(pq)
#define pqInsert(pq,key) __gl_pqSortInsert(pq,key)
#define pqMinimum(pq) __gl_pqSortMinimum(pq)
#define pqExtractMin(pq) __gl_pqSortExtractMin(pq)
#define pqDelete(pq,handle) __gl_pqSortDelete(pq,handle)
#define pqIsEmpty(pq) __gl_pqSortIsEmpty(pq)
/* Since we support deletion the data structure is a little more
* complicated than an ordinary heap. "nodes" is the heap itself;
* active nodes are stored in the range 1..pq->size. When the
* heap exceeds its allocated size (pq->max), its size doubles.
* The children of node i are nodes 2i and 2i+1.
*
* Each node stores an index into an array "handles". Each handle
* stores a key, plus a pointer back to the node which currently
* represents that key (ie. nodes[handles[i].node].handle == i).
*/
typedef PQHeapKey PQkey;
typedef PQHeapHandle PQhandle;
typedef struct PriorityQ PriorityQ;
struct PriorityQ {
PriorityQHeap *heap;
PQkey *keys;
PQkey **order;
PQhandle size, max;
int initialized;
int (*leq)(PQkey key1, PQkey key2);
};
/* really __gl_pqSortNewPriorityQ */
inline PriorityQ *pqNewPriorityQ( int (*leq)(PQkey key1, PQkey key2) )
{
PriorityQ *pq = (PriorityQ *)memAlloc( sizeof( PriorityQ ));
if (pq == NULL) return NULL;
pq->heap = __gl_pqHeapNewPriorityQ( leq );
if (pq->heap == NULL) {
memFree(pq);
return NULL;
}
pq->keys = (PQHeapKey *)memAlloc( INIT_SIZE() * sizeof(pq->keys[0]) );
if (pq->keys == NULL) {
__gl_pqHeapDeletePriorityQ(pq->heap);
memFree(pq);
return NULL;
}
pq->size = 0;
pq->max = INIT_SIZE();
pq->initialized = TOOLS_GLU_FALSE;
pq->leq = leq;
return pq;
}
/* really __gl_pqSortDeletePriorityQ */
inline void pqDeletePriorityQ( PriorityQ *pq )
{
assert(pq != NULL);
if (pq->heap != NULL) __gl_pqHeapDeletePriorityQ( pq->heap );
if (pq->order != NULL) memFree( pq->order );
if (pq->keys != NULL) memFree( pq->keys );
memFree( pq );
}
#define LT(x,y) (! LEQ(y,x))
#define GT(x,y) (! LEQ(x,y))
//#define pq_Swap(a,b) if(1){PQkey *tmp = *a; *a = *b; *b = tmp;}else
#define pq_Swap(a,b) do{PQkey *tmp = *a; *a = *b; *b = tmp;} while(false)
/* really __gl_pqSortInit */
inline int pqInit( PriorityQ *pq )
{
PQkey **p, **r, **i, **j, *piv;
struct { PQkey **p, **r; } Stack[50], *top = Stack;
unsigned long seed = 2016473283;
/* Create an array of indirect pointers to the keys, so that we
* the handles we have returned are still valid.
*/
/*
pq->order = (PQHeapKey **)memAlloc( (size_t)
(pq->size * sizeof(pq->order[0])) );
*/
pq->order = (PQHeapKey **)memAlloc( (size_t)
((pq->size+1) * sizeof(pq->order[0])) );
/* the previous line is a patch to compensate for the fact that IBM */
/* machines return a null on a malloc of zero bytes (unlike SGI), */
/* so we have to put in this defense to guard against a memory */
/* fault four lines down. from fossum@austin.ibm.com. */
if (pq->order == NULL) return 0;
p = pq->order;
r = p + pq->size - 1;
for( piv = pq->keys, i = p; i <= r; ++piv, ++i ) {
*i = piv;
}
/* Sort the indirect pointers in descending order,
* using randomized Quicksort
*/
top->p = p; top->r = r; ++top;
while( --top >= Stack ) {
p = top->p;
r = top->r;
while( r > p + 10 ) {
seed = seed * 1539415821 + 1;
i = p + seed % (r - p + 1);
piv = *i;
*i = *p;
*p = piv;
i = p - 1;
j = r + 1;
do {
do { ++i; } while( GT( **i, *piv ));
do { --j; } while( LT( **j, *piv ));
pq_Swap( i, j );
} while( i < j );
pq_Swap( i, j ); /* Undo last swap */
if( i - p < r - j ) {
top->p = j+1; top->r = r; ++top;
r = i-1;
} else {
top->p = p; top->r = i-1; ++top;
p = j+1;
}
}
/* Insertion sort small lists */
for( i = p+1; i <= r; ++i ) {
piv = *i;
for( j = i; j > p && LT( **(j-1), *piv ); --j ) {
*j = *(j-1);
}
*j = piv;
}
}
pq->max = pq->size;
pq->initialized = TOOLS_GLU_TRUE;
__gl_pqHeapInit( pq->heap ); /* always succeeds */
#ifndef NDEBUG
p = pq->order;
r = p + pq->size - 1;
for( i = p; i < r; ++i ) {
assert( LEQ( **(i+1), **i ));
}
#endif
return 1;
}
/* really __gl_pqSortInsert */
/* returns LONG_MAX iff out of memory */
inline PQhandle pqInsert( PriorityQ *pq, PQkey keyNew )
{
long curr;
if( pq->initialized ) {
return __gl_pqHeapInsert( pq->heap, keyNew );
}
curr = pq->size;
if( ++ pq->size >= pq->max ) {
PQkey *saveKey= pq->keys;
/* If the heap overflows, double its size. */
pq->max <<= 1;
pq->keys = (PQHeapKey *)memRealloc( pq->keys,
(size_t)
(pq->max * sizeof( pq->keys[0] )));
if (pq->keys == NULL) {
pq->keys = saveKey; /* restore ptr to free upon return */
return LONG_MAX;
}
}
assert(curr != LONG_MAX);
pq->keys[curr] = keyNew;
/* Negative handles index the sorted array. */
return -(curr+1);
}
/* really __gl_pqSortExtractMin */
inline PQkey pqExtractMin( PriorityQ *pq )
{
PQkey sortMin, heapMin;
if( pq->size == 0 ) {
return __gl_pqHeapExtractMin( pq->heap );
}
sortMin = *(pq->order[pq->size-1]);
if( ! __gl_pqHeapIsEmpty( pq->heap )) {
heapMin = __gl_pqHeapMinimum( pq->heap );
if( LEQ( heapMin, sortMin )) {
return __gl_pqHeapExtractMin( pq->heap );
}
}
do {
-- pq->size;
} while( pq->size > 0 && *(pq->order[pq->size-1]) == NULL );
return sortMin;
}
/* really __gl_pqSortMinimum */
inline PQkey pqMinimum( PriorityQ *pq )
{
PQkey sortMin, heapMin;
if( pq->size == 0 ) {
return __gl_pqHeapMinimum( pq->heap );
}
sortMin = *(pq->order[pq->size-1]);
if( ! __gl_pqHeapIsEmpty( pq->heap )) {
heapMin = __gl_pqHeapMinimum( pq->heap );
if( LEQ( heapMin, sortMin )) {
return heapMin;
}
}
return sortMin;
}
/* really __gl_pqSortIsEmpty */
inline int pqIsEmpty( PriorityQ *pq )
{
return (pq->size == 0) && __gl_pqHeapIsEmpty( pq->heap );
}
/* really __gl_pqSortDelete */
inline void pqDelete( PriorityQ *pq, PQhandle curr )
{
if( curr >= 0 ) {
__gl_pqHeapDelete( pq->heap, curr );
return;
}
curr = -(curr+1);
assert( curr < pq->max && pq->keys[curr] != NULL );
pq->keys[curr] = NULL;
while( pq->size > 0 && *(pq->order[pq->size-1]) == NULL ) {
-- pq->size;
}
}
#endif
+80
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@@ -0,0 +1,80 @@
#ifndef tools_glutess_rename
#define tools_glutess_rename
/* G.Barrand : name space protection : */
#define gluTessBeginContour tools_gluTessBeginContour
#define gluTessBeginPolygon tools_gluTessBeginPolygon
#define gluTessCallback tools_gluTessCallback
#define gluTessEndContour tools_gluTessEndContour
#define gluTessEndPolygon tools_gluTessEndPolygon
#define gluTessNormal tools_gluTessNormal
#define gluTessProperty tools_gluTessProperty
#define gluTessVertex tools_gluTessVertex
/* internal */
#define gluBeginPolygon tools_gluBeginPolygon
#define gluDeleteTess tools_gluDeleteTess
#define gluEndPolygon tools_gluEndPolygon
#define gluGetTessProperty tools_gluGetTessProperty
#define gluNewTess tools_gluNewTess
#define gluNextContour tools_gluNextContour
#define __gl_computeInterior tools__gl_computeInterior
#define __gl_dictListDelete tools__gl_dictListDelete
#define __gl_dictListDeleteDict tools__gl_dictListDeleteDict
#define __gl_dictListInsertBefore tools__gl_dictListInsertBefore
#define __gl_dictListNewDict tools__gl_dictListNewDict
#define __gl_dictListSearch tools__gl_dictListSearch
#define __gl_edgeEval tools__gl_edgeEval
#define __gl_edgeIntersect tools__gl_edgeIntersect
#define __gl_edgeSign tools__gl_edgeSign
/* done in memalloc.h :
#define __gl_memInit tools__gl_memInit
*/
#define __gl_meshAddEdgeVertex tools__gl_meshAddEdgeVertex
#define __gl_meshCheckMesh tools__gl_meshCheckMesh
#define __gl_meshConnect tools__gl_meshConnect
#define __gl_meshDelete tools__gl_meshDelete
#define __gl_meshDeleteMesh tools__gl_meshDeleteMesh
#define __gl_meshDiscardExterior tools__gl_meshDiscardExterior
#define __gl_meshMakeEdge tools__gl_meshMakeEdge
#define __gl_meshNewMesh tools__gl_meshNewMesh
#define __gl_meshSetWindingNumber tools__gl_meshSetWindingNumber
#define __gl_meshSplice tools__gl_meshSplice
#define __gl_meshSplitEdge tools__gl_meshSplitEdge
#define __gl_meshTessellateInterior tools__gl_meshTessellateInterior
#define __gl_meshTessellateMonoRegion tools__gl_meshTessellateMonoRegion
#define __gl_meshUnion tools__gl_meshUnion
#define __gl_meshZapFace tools__gl_meshZapFace
#define __gl_noBeginData tools__gl_noBeginData
#define __gl_noCombineData tools__gl_noCombineData
#define __gl_noEdgeFlagData tools__gl_noEdgeFlagData
#define __gl_noEndData tools__gl_noEndData
#define __gl_noErrorData tools__gl_noErrorData
#define __gl_noVertexData tools__gl_noVertexData
#define __gl_pqHeapDelete tools__gl_pqHeapDelete
#define __gl_pqHeapDeletePriorityQ tools__gl_pqHeapDeletePriorityQ
#define __gl_pqHeapExtractMin tools__gl_pqHeapExtractMin
#define __gl_pqHeapInit tools__gl_pqHeapInit
#define __gl_pqHeapInsert tools__gl_pqHeapInsert
#define __gl_pqHeapNewPriorityQ tools__gl_pqHeapNewPriorityQ
#define __gl_pqSortDelete tools__gl_pqSortDelete
#define __gl_pqSortDeletePriorityQ tools__gl_pqSortDeletePriorityQ
#define __gl_pqSortExtractMin tools__gl_pqSortExtractMin
#define __gl_pqSortInit tools__gl_pqSortInit
#define __gl_pqSortInsert tools__gl_pqSortInsert
#define __gl_pqSortIsEmpty tools__gl_pqSortIsEmpty
#define __gl_pqSortMinimum tools__gl_pqSortMinimum
#define __gl_pqSortNewPriorityQ tools__gl_pqSortNewPriorityQ
#define __gl_projectPolygon tools__gl_projectPolygon
#define __gl_renderBoundary tools__gl_renderBoundary
#define __gl_renderCache tools__gl_renderCache
#define __gl_renderMesh tools__gl_renderMesh
#define __gl_transEval tools__gl_transEval
#define __gl_transSign tools__gl_transSign
#define __gl_vertCCW tools__gl_vertCCW
#define __gl_vertLeq tools__gl_vertLeq
#endif
+481
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@@ -0,0 +1,481 @@
// see license file for original license.
#ifndef tools_glutess_render
#define tools_glutess_render
#include "mesh"
/* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle
* fans, strips, and separate triangles. A substantial effort is made
* to use as few rendering primitives as possible (ie. to make the fans
* and strips as large as possible).
*
* The rendering output is provided as callbacks (see the api).
*/
//void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh );
//void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh );
//GLUboolean __gl_renderCache( GLUtesselator *tess );
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
#include "_tess"
/* This structure remembers the information we need about a primitive
* to be able to render it later, once we have determined which
* primitive is able to use the most triangles.
*/
struct FaceCount {
long size; /* number of triangles used */
GLUhalfEdge *eStart; /* edge where this primitive starts */
void (*render)(GLUtesselator *, GLUhalfEdge *, long);
/* routine to render this primitive */
};
inline/*static*/ struct FaceCount static_MaximumFan( GLUhalfEdge *eOrig );
inline/*static*/ struct FaceCount static_MaximumStrip( GLUhalfEdge *eOrig );
inline/*static*/ void static_RenderFan( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
inline/*static*/ void static_RenderStrip( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
inline/*static*/ void static_RenderTriangle( GLUtesselator *tess, GLUhalfEdge *eStart,
long size );
inline/*static*/ void static_RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig );
inline/*static*/ void static_RenderLonelyTriangles( GLUtesselator *tess, GLUface *head );
/************************ Strips and Fans decomposition ******************/
/* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle
* fans, strips, and separate triangles. A substantial effort is made
* to use as few rendering primitives as possible (ie. to make the fans
* and strips as large as possible).
*
* The rendering output is provided as callbacks (see the api).
*/
inline void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh )
{
GLUface *f;
/* Make a list of separate triangles so we can render them all at once */
tess->lonelyTriList = NULL;
for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
f->marked = TOOLS_GLU_FALSE;
}
for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
/* We examine all faces in an arbitrary order. Whenever we find
* an unprocessed face F, we output a group of faces including F
* whose size is maximum.
*/
if( f->inside && ! f->marked ) {
static_RenderMaximumFaceGroup( tess, f );
assert( f->marked );
}
}
if( tess->lonelyTriList != NULL ) {
static_RenderLonelyTriangles( tess, tess->lonelyTriList );
tess->lonelyTriList = NULL;
}
}
inline/*static*/ void static_RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig )
{
/* We want to find the largest triangle fan or strip of unmarked faces
* which includes the given face fOrig. There are 3 possible fans
* passing through fOrig (one centered at each vertex), and 3 possible
* strips (one for each CCW permutation of the vertices). Our strategy
* is to try all of these, and take the primitive which uses the most
* triangles (a greedy approach).
*/
GLUhalfEdge *e = fOrig->anEdge;
struct FaceCount max, newFace;
max.size = 1;
max.eStart = e;
max.render = &static_RenderTriangle;
if( ! tess->flagBoundary ) {
newFace = static_MaximumFan( e ); if( newFace.size > max.size ) { max = newFace; }
newFace = static_MaximumFan( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
newFace = static_MaximumFan( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
newFace = static_MaximumStrip( e ); if( newFace.size > max.size ) { max = newFace; }
newFace = static_MaximumStrip( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
newFace = static_MaximumStrip( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
}
(*(max.render))( tess, max.eStart, max.size );
}
/* Macros which keep track of faces we have marked temporarily, and allow
* us to backtrack when necessary. With triangle fans, this is not
* really necessary, since the only awkward case is a loop of triangles
* around a single origin vertex. However with strips the situation is
* more complicated, and we need a general tracking method like the
* one here.
*/
#define Marked(f) (! (f)->inside || (f)->marked)
#define AddToTrail(f,t) ((f)->trail = (t), (t) = (f), (f)->marked = TOOLS_GLU_TRUE)
//#define FreeTrail(t) if( 1 ) { while( (t) != NULL ) { (t)->marked = TOOLS_GLU_FALSE; t = (t)->trail; } } else
#define FreeTrail(t) do { while( (t) != NULL ) { (t)->marked = TOOLS_GLU_FALSE; t = (t)->trail; } } while(false)
inline/*static*/ struct FaceCount static_MaximumFan( GLUhalfEdge *eOrig )
{
/* eOrig->Lface is the face we want to render. We want to find the size
* of a maximal fan around eOrig->Org. To do this we just walk around
* the origin vertex as far as possible in both directions.
*/
struct FaceCount newFace = { 0, NULL, &static_RenderFan };
GLUface *trail = NULL;
GLUhalfEdge *e;
for( e = eOrig; ! Marked( e->Lface ); e = e->Onext ) {
AddToTrail( e->Lface, trail );
++newFace.size;
}
for( e = eOrig; ! Marked( e->Rface ); e = e->Oprev ) {
AddToTrail( e->Rface, trail );
++newFace.size;
}
newFace.eStart = e;
/*LINTED*/
FreeTrail( trail );
return newFace;
}
#define IsEven(n) (((n) & 1) == 0)
inline/*static*/ struct FaceCount static_MaximumStrip( GLUhalfEdge *eOrig )
{
/* Here we are looking for a maximal strip that contains the vertices
* eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the
* reverse, such that all triangles are oriented CCW).
*
* Again we walk forward and backward as far as possible. However for
* strips there is a twist: to get CCW orientations, there must be
* an *even* number of triangles in the strip on one side of eOrig.
* We walk the strip starting on a side with an even number of triangles;
* if both side have an odd number, we are forced to shorten one side.
*/
struct FaceCount newFace = { 0, NULL, &static_RenderStrip };
long headSize = 0, tailSize = 0;
GLUface *trail = NULL;
GLUhalfEdge *e, *eTail, *eHead;
for( e = eOrig; ! Marked( e->Lface ); ++tailSize, e = e->Onext ) {
AddToTrail( e->Lface, trail );
++tailSize;
e = e->Dprev;
if( Marked( e->Lface )) break;
AddToTrail( e->Lface, trail );
}
eTail = e;
for( e = eOrig; ! Marked( e->Rface ); ++headSize, e = e->Dnext ) {
AddToTrail( e->Rface, trail );
++headSize;
e = e->Oprev;
if( Marked( e->Rface )) break;
AddToTrail( e->Rface, trail );
}
eHead = e;
newFace.size = tailSize + headSize;
if( IsEven( tailSize )) {
newFace.eStart = eTail->Sym;
} else if( IsEven( headSize )) {
newFace.eStart = eHead;
} else {
/* Both sides have odd length, we must shorten one of them. In fact,
* we must start from eHead to guarantee inclusion of eOrig->Lface.
*/
--newFace.size;
newFace.eStart = eHead->Onext;
}
/*LINTED*/
FreeTrail( trail );
return newFace;
}
inline/*static*/ void static_RenderTriangle( GLUtesselator *tess, GLUhalfEdge *e, long size )
{
/* Just add the triangle to a triangle list, so we can render all
* the separate triangles at once.
*/
assert( size == 1 );
AddToTrail( e->Lface, tess->lonelyTriList );
(void)size;
}
inline/*static*/ void static_RenderLonelyTriangles( GLUtesselator *tess, GLUface *f )
{
/* Now we render all the separate triangles which could not be
* grouped into a triangle fan or strip.
*/
GLUhalfEdge *e;
int newState;
int edgeState = -1; /* force edge state output for first vertex */
CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLES );
for( ; f != NULL; f = f->trail ) {
/* Loop once for each edge (there will always be 3 edges) */
e = f->anEdge;
do {
if( tess->flagBoundary ) {
/* Set the "edge state" to TOOLS_GLU_TRUE just before we output the
* first vertex of each edge on the polygon boundary.
*/
newState = ! e->Rface->inside;
if( edgeState != newState ) {
edgeState = newState;
CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( edgeState );
}
}
CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
e = e->Lnext;
} while( e != f->anEdge );
}
CALL_END_OR_END_DATA();
}
inline/*static*/ void static_RenderFan( GLUtesselator *tess, GLUhalfEdge *e, long size )
{
/* Render as many CCW triangles as possible in a fan starting from
* edge "e". The fan *should* contain exactly "size" triangles
* (otherwise we've goofed up somewhere).
*/
CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLE_FAN );
CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
while( ! Marked( e->Lface )) {
e->Lface->marked = TOOLS_GLU_TRUE;
--size;
e = e->Onext;
CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
}
assert( size == 0 );
CALL_END_OR_END_DATA();
}
inline/*static*/ void static_RenderStrip( GLUtesselator *tess, GLUhalfEdge *e, long size )
{
/* Render as many CCW triangles as possible in a strip starting from
* edge "e". The strip *should* contain exactly "size" triangles
* (otherwise we've goofed up somewhere).
*/
CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLE_STRIP );
CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
while( ! Marked( e->Lface )) {
e->Lface->marked = TOOLS_GLU_TRUE;
--size;
e = e->Dprev;
CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
if( Marked( e->Lface )) break;
e->Lface->marked = TOOLS_GLU_TRUE;
--size;
e = e->Onext;
CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
}
assert( size == 0 );
CALL_END_OR_END_DATA();
}
/************************ Boundary contour decomposition ******************/
/* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
* contour for each face marked "inside". The rendering output is
* provided as callbacks (see the api).
*/
inline void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh )
{
GLUface *f;
GLUhalfEdge *e;
for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
if( f->inside ) {
CALL_BEGIN_OR_BEGIN_DATA( GLU_LINE_LOOP );
e = f->anEdge;
do {
CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
e = e->Lnext;
} while( e != f->anEdge );
CALL_END_OR_END_DATA();
}
}
}
/************************ Quick-and-dirty decomposition ******************/
//#define SIGN_INCONSISTENT 2
inline int SIGN_INCONSISTENT() {
static const int s_value = 2;
return s_value;
}
inline/*static*/ int static_ComputeNormal( GLUtesselator *tess, GLUdouble norm[3], int check )
/*
* If check==TOOLS_GLU_FALSE, we compute the polygon normal and place it in norm[].
* If check==TOOLS_GLU_TRUE, we check that each triangle in the fan from v0 has a
* consistent orientation with respect to norm[]. If triangles are
* consistently oriented CCW, return 1; if CW, return -1; if all triangles
* are degenerate return 0; otherwise (no consistent orientation) return
* SIGN_INCONSISTENT.
*/
{
CachedVertex *v0 = tess->cache;
CachedVertex *vn = v0 + tess->cacheCount;
CachedVertex *vc;
GLUdouble dot, xc, yc, zc, xp, yp, zp, n[3];
int sign = 0;
/* Find the polygon normal. It is important to get a reasonable
* normal even when the polygon is self-intersecting (eg. a bowtie).
* Otherwise, the computed normal could be very tiny, but perpendicular
* to the true plane of the polygon due to numerical noise. Then all
* the triangles would appear to be degenerate and we would incorrectly
* decompose the polygon as a fan (or simply not render it at all).
*
* We use a sum-of-triangles normal algorithm rather than the more
* efficient sum-of-trapezoids method (used in CheckOrientation()
* in normal.c). This lets us explicitly reverse the signed area
* of some triangles to get a reasonable normal in the self-intersecting
* case.
*/
if( ! check ) {
norm[0] = norm[1] = norm[2] = 0.0;
}
vc = v0 + 1;
xc = vc->coords[0] - v0->coords[0];
yc = vc->coords[1] - v0->coords[1];
zc = vc->coords[2] - v0->coords[2];
while( ++vc < vn ) {
xp = xc; yp = yc; zp = zc;
xc = vc->coords[0] - v0->coords[0];
yc = vc->coords[1] - v0->coords[1];
zc = vc->coords[2] - v0->coords[2];
/* Compute (vp - v0) cross (vc - v0) */
n[0] = yp*zc - zp*yc;
n[1] = zp*xc - xp*zc;
n[2] = xp*yc - yp*xc;
dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2];
if( ! check ) {
/* Reverse the contribution of back-facing triangles to get
* a reasonable normal for self-intersecting polygons (see above)
*/
if( dot >= 0 ) {
norm[0] += n[0]; norm[1] += n[1]; norm[2] += n[2];
} else {
norm[0] -= n[0]; norm[1] -= n[1]; norm[2] -= n[2];
}
} else if( dot != 0 ) {
/* Check the new orientation for consistency with previous triangles */
if( dot > 0 ) {
if( sign < 0 ) return SIGN_INCONSISTENT();
sign = 1;
} else {
if( sign > 0 ) return SIGN_INCONSISTENT();
sign = -1;
}
}
}
return sign;
}
/* __gl_renderCache( tess ) takes a single contour and tries to render it
* as a triangle fan. This handles convex polygons, as well as some
* non-convex polygons if we get lucky.
*
* Returns TOOLS_GLU_TRUE if the polygon was successfully rendered. The rendering
* output is provided as callbacks (see the api).
*/
inline GLUboolean __gl_renderCache( GLUtesselator *tess )
{
CachedVertex *v0 = tess->cache;
CachedVertex *vn = v0 + tess->cacheCount;
CachedVertex *vc;
GLUdouble norm[3];
int sign;
if( tess->cacheCount < 3 ) {
/* Degenerate contour -- no output */
return TOOLS_GLU_TRUE;
}
norm[0] = tess->normal[0];
norm[1] = tess->normal[1];
norm[2] = tess->normal[2];
if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
static_ComputeNormal( tess, norm, TOOLS_GLU_FALSE );
}
sign = static_ComputeNormal( tess, norm, TOOLS_GLU_TRUE );
if( sign == SIGN_INCONSISTENT() ) {
/* Fan triangles did not have a consistent orientation */
return TOOLS_GLU_FALSE;
}
if( sign == 0 ) {
/* All triangles were degenerate */
return TOOLS_GLU_TRUE;
}
/* Make sure we do the right thing for each winding rule */
switch( tess->windingRule ) {
case GLU_TESS_WINDING_ODD:
case GLU_TESS_WINDING_NONZERO:
break;
case GLU_TESS_WINDING_POSITIVE:
if( sign < 0 ) return TOOLS_GLU_TRUE;
break;
case GLU_TESS_WINDING_NEGATIVE:
if( sign > 0 ) return TOOLS_GLU_TRUE;
break;
case GLU_TESS_WINDING_ABS_GEQ_TWO:
return TOOLS_GLU_TRUE;
}
CALL_BEGIN_OR_BEGIN_DATA( tess->boundaryOnly ? GLU_LINE_LOOP
: (tess->cacheCount > 3) ? GLU_TRIANGLE_FAN
: GLU_TRIANGLES );
CALL_VERTEX_OR_VERTEX_DATA( v0->data );
if( sign > 0 ) {
for( vc = v0+1; vc < vn; ++vc ) {
CALL_VERTEX_OR_VERTEX_DATA( vc->data );
}
} else {
for( vc = vn-1; vc > v0; --vc ) {
CALL_VERTEX_OR_VERTEX_DATA( vc->data );
}
}
CALL_END_OR_END_DATA();
return TOOLS_GLU_TRUE;
}
#endif
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// see license file for original license.
#ifndef tools_glutess_tessmono
#define tools_glutess_tessmono
/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
* (what else would it do??) The region must consist of a single
* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
* case means that any vertical line intersects the interior of the
* region in a single interval.
*
* Tessellation consists of adding interior edges (actually pairs of
* half-edges), to split the region into non-overlapping triangles.
*
* __gl_meshTessellateInterior( mesh ) tessellates each region of
* the mesh which is marked "inside" the polygon. Each such region
* must be monotone.
*
* __gl_meshDiscardExterior( 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.
*
* __gl_meshSetWindingNumber( 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 TOOLS_GLU_TRUE, it also deletes all edges which do not
* separate an interior region from an exterior one.
*/
//int __gl_meshTessellateMonoRegion( GLUface *face );
//int __gl_meshTessellateInterior( GLUmesh *mesh );
//void __gl_meshDiscardExterior( GLUmesh *mesh );
//int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
// GLUboolean keepOnlyBoundary );
////////////////////////////////////////////////////////
/// inlined C code : ///////////////////////////////////
////////////////////////////////////////////////////////
#include "geom"
#include "mesh"
/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
* (what else would it do??) The region must consist of a single
* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
* case means that any vertical line intersects the interior of the
* region in a single interval.
*
* Tessellation consists of adding interior edges (actually pairs of
* half-edges), to split the region into non-overlapping triangles.
*
* The basic idea is explained in Preparata and Shamos (which I don''t
* have handy right now), although their implementation is more
* complicated than this one. The are two edge chains, an upper chain
* and a lower chain. We process all vertices from both chains in order,
* from right to left.
*
* The algorithm ensures that the following invariant holds after each
* vertex is processed: the untessellated region consists of two
* chains, where one chain (say the upper) is a single edge, and
* the other chain is concave. The left vertex of the single edge
* is always to the left of all vertices in the concave chain.
*
* Each step consists of adding the rightmost unprocessed vertex to one
* of the two chains, and forming a fan of triangles from the rightmost
* of two chain endpoints. Determining whether we can add each triangle
* to the fan is a simple orientation test. By making the fan as large
* as possible, we restore the invariant (check it yourself).
*/
inline int __gl_meshTessellateMonoRegion( GLUface *face )
{
GLUhalfEdge *up, *lo;
/* All edges are oriented CCW around the boundary of the region.
* First, find the half-edge whose origin vertex is rightmost.
* Since the sweep goes from left to right, face->anEdge should
* be close to the edge we want.
*/
up = face->anEdge;
assert( up->Lnext != up && up->Lnext->Lnext != up );
for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
;
for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
;
lo = up->Lprev;
while( up->Lnext != lo ) {
if( VertLeq( up->Dst, lo->Org )) {
/* up->Dst is on the left. It is safe to form triangles from lo->Org.
* The EdgeGoesLeft test guarantees progress even when some triangles
* are CW, given that the upper and lower chains are truly monotone.
*/
while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
|| EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
if (tempHalfEdge == NULL) return 0;
lo = tempHalfEdge->Sym;
}
lo = lo->Lprev;
} else {
/* lo->Org is on the left. We can make CCW triangles from up->Dst. */
while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
|| EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
if (tempHalfEdge == NULL) return 0;
up = tempHalfEdge->Sym;
}
up = up->Lnext;
}
}
/* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
* can be tessellated in a fan from this leftmost vertex.
*/
assert( lo->Lnext != up );
while( lo->Lnext->Lnext != up ) {
GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
if (tempHalfEdge == NULL) return 0;
lo = tempHalfEdge->Sym;
}
return 1;
}
/* __gl_meshTessellateInterior( mesh ) tessellates each region of
* the mesh which is marked "inside" the polygon. Each such region
* must be monotone.
*/
inline int __gl_meshTessellateInterior( GLUmesh *mesh )
{
GLUface *f, *next;
/*LINTED*/
for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
/* Make sure we don''t try to tessellate the new triangles. */
next = f->next;
if( f->inside ) {
if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
}
}
return 1;
}
/* __gl_meshDiscardExterior( 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.
*/
inline void __gl_meshDiscardExterior( GLUmesh *mesh )
{
GLUface *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 ) {
__gl_meshZapFace( f );
}
}
}
//#define MARKED_FOR_DELETION 0x7fffffff
/* __gl_meshSetWindingNumber( 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 TOOLS_GLU_TRUE, it also deletes all edges which do not
* separate an interior region from an exterior one.
*/
inline int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
GLUboolean keepOnlyBoundary )
{
GLUhalfEdge *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 ( !__gl_meshDelete( e ) ) return 0;
}
}
}
return 1;
}
#endif
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#ifndef tools_glutess_undef
#define tools_glutess_undef
#undef GLU_TESS_MAX_CACHE
#undef CALL_BEGIN_OR_BEGIN_DATA
#undef CALL_VERTEX_OR_VERTEX_DATA
#undef CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA
#undef CALL_END_OR_END_DATA
#undef CALL_COMBINE_OR_COMBINE_DATA
#undef CALL_ERROR_OR_ERROR_DATA
#undef __gl_dictListDelete
#undef __gl_dictListDeleteDict
#undef __gl_dictListInsertBefore
#undef __gl_dictListNewDict
#undef __gl_dictListSearch
#undef DictKey
#undef Dict
#undef DictNode
#undef dictNewDict
#undef dictDeleteDict
#undef dictSearch
#undef dictInsert
#undef dictInsertBefore
#undef dictDelete
#undef dictKey
#undef dictSucc
#undef dictPred
#undef dictMin
#undef dictMax
#undef __gl_dictListKey
#undef __gl_dictListSucc
#undef __gl_dictListPred
#undef __gl_dictListMin
#undef __gl_dictListMax
#undef __gl_dictListInsert
#undef VertEq
#undef VertLeq
#undef EdgeEval
#undef EdgeSign
#undef TransLeq
#undef TransEval
#undef TransSign
#undef EdgeGoesLeft
#undef EdgeGoesRight
#undef VertL1dist
#undef VertCCW
#undef VertLeq
#undef Interpolate
#undef Swap
#undef GLUAPI
/*
#undef GLUAPIENTRY
#undef GLU_TESS_BEGIN_DATA
#undef GLU_TESS_VERTEX_DATA
#undef GLU_TESS_END_DATA
#undef GLU_TESS_ERROR_DATA
#undef GLU_TESS_COMBINE_DATA
#undef GLU_TESS_WINDING_RULE
#undef GLU_TESS_WINDING_ODD
#undef GLU_TESS_WINDING_POSITIVE
#undef GLU_TESS_WINDING_NEGATIVE
*/
#undef GLU_MIN
#undef GLU_MAX
#undef GLU_ABS
#undef TOOLS_GLU_FALSE
#undef TOOLS_GLU_TRUE
#undef GLU_LINE_LOOP
#undef GLU_TRIANGLES
#undef GLU_TRIANGLE_STRIP
#undef GLU_TRIANGLE_FAN
#undef GLU_TESS_MAX_COORD
#undef GLU_INVALID_ENUM
#undef GLU_INVALID_VALUE
#undef GLU_OUT_OF_MEMORY
#undef GLU_INCOMPATIBLE_GL_VERSION
#undef GLU_INVALID_OPERATION
#undef GLU_TESS_BEGIN
#undef GLU_TESS_VERTEX
#undef GLU_TESS_END
#undef GLU_TESS_ERROR
#undef GLU_TESS_EDGE_FLAG
#undef GLU_EDGE_FLAG
#undef GLU_TESS_COMBINE
#undef GLU_TESS_EDGE_FLAG_DATA
#undef GLU_CW
#undef GLU_CCW
#undef GLU_INTERIOR
#undef GLU_EXTERIOR
#undef GLU_UNKNOWN
#undef GLU_TESS_BOUNDARY_ONLY
#undef GLU_TESS_TOLERANCE
#undef GLU_TESS_ERROR1
#undef GLU_TESS_ERROR2
#undef GLU_TESS_ERROR3
#undef GLU_TESS_ERROR4
#undef GLU_TESS_ERROR5
#undef GLU_TESS_ERROR6
#undef GLU_TESS_ERROR7
#undef GLU_TESS_ERROR8
#undef GLU_TESS_MISSING_BEGIN_POLYGON
#undef GLU_TESS_MISSING_BEGIN_CONTOUR
#undef GLU_TESS_MISSING_END_POLYGON
#undef GLU_TESS_MISSING_END_CONTOUR
#undef GLU_TESS_COORD_TOO_LARGE
#undef GLU_TESS_NEED_COMBINE_CALLBACK
#undef GLU_TESS_WINDING_NONZERO
#undef GLU_TESS_WINDING_ABS_GEQ_TWO
#undef memAlloc
#undef memRealloc
#undef memFree
#undef memInit
#undef Rface
#undef Dst
#undef Oprev
#undef Lprev
#undef Dprev
#undef Rprev
#undef Dnext
#undef Rnext
#undef Dot
#undef S_UNIT_X
#undef S_UNIT_Y
#undef PQkey
#undef PQhandle
#undef PriorityQ
#undef pqNewPriorityQ
#undef pqDeletePriorityQ
#undef pqInit
#undef pqInsert
#undef pqMinimum
#undef pqExtractMin
#undef pqDelete
#undef pqIsEmpty
#undef __gl_pqHeapMinimum
#undef __gl_pqHeapIsEmpty
#undef LEQ
#undef PQkey
#undef PQhandle
#undef PriorityQ
#undef pqNewPriorityQ
#undef pqDeletePriorityQ
#undef pqInit
#undef pqInsert
#undef pqMinimum
#undef pqExtractMin
#undef pqDelete
#undef pqIsEmpty
#undef LT
#undef GT
#undef pq_Swap
//#undef gluTessBeginContour
//#undef gluTessBeginPolygon
//#undef gluTessCallback
//#undef gluTessEndContour
//#undef gluTessEndPolygon
//#undef gluTessNormal
//#undef gluTessProperty
//#undef gluTessVertex
//#undef gluBeginPolygon
//#undef gluDeleteTess
//#undef gluEndPolygon
//#undef gluGetTessProperty
//#undef gluNewTess
//#undef gluNextContour
#undef __gl_computeInterior
#undef __gl_dictListDelete
#undef __gl_dictListDeleteDict
#undef __gl_dictListInsertBefore
#undef __gl_dictListNewDict
#undef __gl_dictListSearch
#undef __gl_edgeEval
#undef __gl_edgeIntersect
#undef __gl_edgeSign
#undef __gl_memInit
#undef __gl_meshAddEdgeVertex
#undef __gl_meshCheckMesh
#undef __gl_meshConnect
#undef __gl_meshDelete
#undef __gl_meshDeleteMesh
#undef __gl_meshDiscardExterior
#undef __gl_meshMakeEdge
#undef __gl_meshNewMesh
#undef __gl_meshSetWindingNumber
#undef __gl_meshSplice
#undef __gl_meshSplitEdge
#undef __gl_meshTessellateInterior
#undef __gl_meshTessellateMonoRegion
#undef __gl_meshUnion
#undef __gl_meshZapFace
#undef __gl_noBeginData
#undef __gl_noCombineData
#undef __gl_noEdgeFlagData
#undef __gl_noEndData
#undef __gl_noErrorData
#undef __gl_noVertexData
#undef __gl_pqHeapDelete
#undef __gl_pqHeapDeletePriorityQ
#undef __gl_pqHeapExtractMin
#undef __gl_pqHeapInit
#undef __gl_pqHeapInsert
#undef __gl_pqHeapNewPriorityQ
#undef __gl_pqSortDelete
#undef __gl_pqSortDeletePriorityQ
#undef __gl_pqSortExtractMin
#undef __gl_pqSortInit
#undef __gl_pqSortInsert
#undef __gl_pqSortIsEmpty
#undef __gl_pqSortMinimum
#undef __gl_pqSortNewPriorityQ
#undef __gl_projectPolygon
#undef __gl_renderBoundary
#undef __gl_renderCache
#undef __gl_renderMesh
#undef __gl_transEval
#undef __gl_transSign
#undef __gl_vertCCW
#undef __gl_vertLeq
#undef Marked
#undef AddToTrail
#undef FreeTrail
#undef IsEven
#undef RegionBelow
#undef RegionAbove
#undef DebugEvent
#undef AddWinding
#undef GLU_TESS_DEFAULT_TOLERANCE
#undef GLU_TESS_MESH
#undef RequireState
#endif