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Geant4/externals/g4tools/include/tools/glutess/normal

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Differences between /externals/g4tools/include/tools/glutess/normal (Version 11.3.0) and /externals/g4tools/include/tools/glutess/normal (Version 11.2.2)


  1 // see license file for original license.           1 // see license file for original license.
  2                                                     2 
  3 #ifndef tools_glutess_normal                        3 #ifndef tools_glutess_normal
  4 #define tools_glutess_normal                        4 #define tools_glutess_normal
  5                                                     5 
  6 #include "_tess"                                    6 #include "_tess"
  7                                                     7 
  8 /* __gl_projectPolygon( tess ) determines the       8 /* __gl_projectPolygon( tess ) determines the polygon normal
  9  * and project vertices onto the plane of the       9  * and project vertices onto the plane of the polygon.
 10  */                                                10  */
 11 //void __gl_projectPolygon( GLUtesselator *tes     11 //void __gl_projectPolygon( GLUtesselator *tess );
 12                                                    12 
 13 //////////////////////////////////////////////     13 ////////////////////////////////////////////////////////
 14 /// inlined C code : /////////////////////////     14 /// inlined C code : ///////////////////////////////////
 15 //////////////////////////////////////////////     15 ////////////////////////////////////////////////////////
 16 #include <cmath>                                   16 #include <cmath>
 17                                                    17 
 18 #define Dot(u,v)  (u[0]*v[0] + u[1]*v[1] + u[2     18 #define Dot(u,v)  (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
 19                                                    19 
 20 inline/*static*/ int static_LongAxis( GLUdoubl     20 inline/*static*/ int static_LongAxis( GLUdouble v[3] )
 21 {                                                  21 {
 22   int i = 0;                                       22   int i = 0;
 23                                                    23 
 24   if( GLU_ABS(v[1]) > GLU_ABS(v[0]) ) { i = 1;     24   if( GLU_ABS(v[1]) > GLU_ABS(v[0]) ) { i = 1; }
 25   if( GLU_ABS(v[2]) > GLU_ABS(v[i]) ) { i = 2;     25   if( GLU_ABS(v[2]) > GLU_ABS(v[i]) ) { i = 2; }
 26   return i;                                        26   return i;
 27 }                                                  27 }
 28                                                    28 
 29 inline/*static*/ void static_ComputeNormal( GL     29 inline/*static*/ void static_ComputeNormal( GLUtesselator *tess, GLUdouble norm[3] )
 30 {                                                  30 {
 31   GLUvertex *v, *v1, *v2;                          31   GLUvertex *v, *v1, *v2;
 32   GLUdouble c, tLen2, maxLen2;                     32   GLUdouble c, tLen2, maxLen2;
 33   GLUdouble maxVal[3], minVal[3], d1[3], d2[3]     33   GLUdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
 34   GLUvertex *maxVert[3], *minVert[3];              34   GLUvertex *maxVert[3], *minVert[3];
 35   GLUvertex *vHead = &tess->mesh->vHead;           35   GLUvertex *vHead = &tess->mesh->vHead;
 36   int i;                                           36   int i;
 37                                                    37 
 38   maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU     38   maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
 39   minVal[0] = minVal[1] = minVal[2] = 2 * GLU_     39   minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
 40                                                    40   
 41   minVert[0] = 0;minVert[1] = 0;minVert[2] = 0     41   minVert[0] = 0;minVert[1] = 0;minVert[2] = 0; //G.Barrand : to quiet Coverity.
 42   maxVert[0] = 0;maxVert[1] = 0;maxVert[2] = 0     42   maxVert[0] = 0;maxVert[1] = 0;maxVert[2] = 0; //G.Barrand : to quiet Coverity.
 43                                                    43 
 44   for( v = vHead->next; v != vHead; v = v->nex     44   for( v = vHead->next; v != vHead; v = v->next ) {
 45     for( i = 0; i < 3; ++i ) {                     45     for( i = 0; i < 3; ++i ) {
 46       c = v->coords[i];                            46       c = v->coords[i];
 47       if( c < minVal[i] ) { minVal[i] = c; min     47       if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
 48       if( c > maxVal[i] ) { maxVal[i] = c; max     48       if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
 49     }                                              49     }
 50   }                                                50   }
 51                                                    51 
 52   /* Find two vertices separated by at least 1     52   /* Find two vertices separated by at least 1/sqrt(3) of the maximum
 53    * distance between any two vertices             53    * distance between any two vertices
 54    */                                              54    */
 55   i = 0;                                           55   i = 0;
 56   if( maxVal[1] - minVal[1] > maxVal[0] - minV     56   if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
 57   if( maxVal[2] - minVal[2] > maxVal[i] - minV     57   if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
 58   if( minVal[i] >= maxVal[i] ) {                   58   if( minVal[i] >= maxVal[i] ) {
 59     /* All vertices are the same -- normal doe     59     /* All vertices are the same -- normal doesn't matter */
 60     norm[0] = 0; norm[1] = 0; norm[2] = 1;         60     norm[0] = 0; norm[1] = 0; norm[2] = 1;
 61     return;                                        61     return;
 62   }                                                62   }
 63                                                    63 
 64   /* Look for a third vertex which forms the t     64   /* Look for a third vertex which forms the triangle with maximum area
 65    * (Length of normal == twice the triangle a     65    * (Length of normal == twice the triangle area)
 66    */                                              66    */
 67   maxLen2 = 0;                                     67   maxLen2 = 0;
 68   v1 = minVert[i];                                 68   v1 = minVert[i];
 69   v2 = maxVert[i];                                 69   v2 = maxVert[i];
 70   if( !v1 || !v2 ) {norm[0] = 0; norm[1] = 0;      70   if( !v1 || !v2 ) {norm[0] = 0; norm[1] = 0; norm[2] = 1;return;} //G.Barrand.
 71   d1[0] = v1->coords[0] - v2->coords[0];           71   d1[0] = v1->coords[0] - v2->coords[0];
 72   d1[1] = v1->coords[1] - v2->coords[1];           72   d1[1] = v1->coords[1] - v2->coords[1];
 73   d1[2] = v1->coords[2] - v2->coords[2];           73   d1[2] = v1->coords[2] - v2->coords[2];
 74   for( v = vHead->next; v != vHead; v = v->nex     74   for( v = vHead->next; v != vHead; v = v->next ) {
 75     d2[0] = v->coords[0] - v2->coords[0];          75     d2[0] = v->coords[0] - v2->coords[0];
 76     d2[1] = v->coords[1] - v2->coords[1];          76     d2[1] = v->coords[1] - v2->coords[1];
 77     d2[2] = v->coords[2] - v2->coords[2];          77     d2[2] = v->coords[2] - v2->coords[2];
 78     tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];          78     tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
 79     tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];          79     tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
 80     tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];          80     tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
 81     tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm     81     tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
 82     if( tLen2 > maxLen2 ) {                        82     if( tLen2 > maxLen2 ) {
 83       maxLen2 = tLen2;                             83       maxLen2 = tLen2;
 84       norm[0] = tNorm[0];                          84       norm[0] = tNorm[0];
 85       norm[1] = tNorm[1];                          85       norm[1] = tNorm[1];
 86       norm[2] = tNorm[2];                          86       norm[2] = tNorm[2];
 87     }                                              87     }
 88   }                                                88   }
 89                                                    89 
 90   if( maxLen2 <= 0 ) {                             90   if( maxLen2 <= 0 ) {
 91     /* All points lie on a single line -- any      91     /* All points lie on a single line -- any decent normal will do */
 92     norm[0] = norm[1] = norm[2] = 0;               92     norm[0] = norm[1] = norm[2] = 0;
 93     norm[static_LongAxis(d1)] = 1;                 93     norm[static_LongAxis(d1)] = 1;
 94   }                                                94   }
 95 }                                                  95 }
 96                                                    96 
 97                                                    97 
 98 inline/*static*/ void static_CheckOrientation(     98 inline/*static*/ void static_CheckOrientation( GLUtesselator *tess )
 99 {                                                  99 {
100   GLUdouble area;                                 100   GLUdouble area;
101   GLUface *f, *fHead = &tess->mesh->fHead;        101   GLUface *f, *fHead = &tess->mesh->fHead;
102   GLUvertex *v, *vHead = &tess->mesh->vHead;      102   GLUvertex *v, *vHead = &tess->mesh->vHead;
103   GLUhalfEdge *e;                                 103   GLUhalfEdge *e;
104                                                   104 
105   /* When we compute the normal automatically,    105   /* When we compute the normal automatically, we choose the orientation
106    * so that the sum of the signed areas of al    106    * so that the sum of the signed areas of all contours is non-negative.
107    */                                             107    */
108   area = 0;                                       108   area = 0;
109   for( f = fHead->next; f != fHead; f = f->nex    109   for( f = fHead->next; f != fHead; f = f->next ) {
110     e = f->anEdge;                                110     e = f->anEdge;
111     if( e->winding <= 0 ) continue;               111     if( e->winding <= 0 ) continue;
112     do {                                          112     do {
113       area += (e->Org->s - e->Dst->s) * (e->Or    113       area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
114       e = e->Lnext;                               114       e = e->Lnext;
115     } while( e != f->anEdge );                    115     } while( e != f->anEdge );
116   }                                               116   }
117   if( area < 0 ) {                                117   if( area < 0 ) {
118     /* Reverse the orientation by flipping all    118     /* Reverse the orientation by flipping all the t-coordinates */
119     for( v = vHead->next; v != vHead; v = v->n    119     for( v = vHead->next; v != vHead; v = v->next ) {
120       v->t = - v->t;                              120       v->t = - v->t;
121     }                                             121     }
122     tess->tUnit[0] = - tess->tUnit[0];            122     tess->tUnit[0] = - tess->tUnit[0];
123     tess->tUnit[1] = - tess->tUnit[1];            123     tess->tUnit[1] = - tess->tUnit[1];
124     tess->tUnit[2] = - tess->tUnit[2];            124     tess->tUnit[2] = - tess->tUnit[2];
125   }                                               125   }
126 }                                                 126 }
127                                                   127 
128 #if defined(SLANTED_SWEEP)                        128 #if defined(SLANTED_SWEEP)
129 /* The "feature merging" is not intended to be    129 /* The "feature merging" is not intended to be complete.  There are
130  * special cases where edges are nearly parall    130  * special cases where edges are nearly parallel to the sweep line
131  * which are not implemented.  The algorithm s    131  * which are not implemented.  The algorithm should still behave
132  * robustly (ie. produce a reasonable tesselat    132  * robustly (ie. produce a reasonable tesselation) in the presence
133  * of such edges, however it may miss features    133  * of such edges, however it may miss features which could have been
134  * merged.  We could minimize this effect by c    134  * merged.  We could minimize this effect by choosing the sweep line
135  * direction to be something unusual (ie. not     135  * direction to be something unusual (ie. not parallel to one of the
136  * coordinate axes).                              136  * coordinate axes).
137  */                                               137  */
138 #define S_UNIT_X  0.50941539564955385 /* Pre-n    138 #define S_UNIT_X  0.50941539564955385 /* Pre-normalized */
139 #define S_UNIT_Y  0.86052074622010633             139 #define S_UNIT_Y  0.86052074622010633
140 #else                                             140 #else
141 #define S_UNIT_X  1.0                             141 #define S_UNIT_X  1.0
142 #define S_UNIT_Y  0.0                             142 #define S_UNIT_Y  0.0
143 #endif                                            143 #endif
144                                                   144 
145 /* Determine the polygon normal and project ve    145 /* Determine the polygon normal and project vertices onto the plane
146  * of the polygon.                                146  * of the polygon.
147  */                                               147  */
148 inline void __gl_projectPolygon( GLUtesselator    148 inline void __gl_projectPolygon( GLUtesselator *tess )
149 {                                                 149 {
150   GLUvertex *v, *vHead = &tess->mesh->vHead;      150   GLUvertex *v, *vHead = &tess->mesh->vHead;
151   GLUdouble norm[3];                              151   GLUdouble norm[3];
152   GLUdouble *sUnit, *tUnit;                       152   GLUdouble *sUnit, *tUnit;
153   int i, computedNormal = TOOLS_GLU_FALSE;        153   int i, computedNormal = TOOLS_GLU_FALSE;
154                                                   154 
155   norm[0] = tess->normal[0];                      155   norm[0] = tess->normal[0];
156   norm[1] = tess->normal[1];                      156   norm[1] = tess->normal[1];
157   norm[2] = tess->normal[2];                      157   norm[2] = tess->normal[2];
158   if( norm[0] == 0 && norm[1] == 0 && norm[2]     158   if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
159     static_ComputeNormal( tess, norm );           159     static_ComputeNormal( tess, norm );
160     computedNormal = TOOLS_GLU_TRUE;              160     computedNormal = TOOLS_GLU_TRUE;
161   }                                               161   }
162   sUnit = tess->sUnit;                            162   sUnit = tess->sUnit;
163   tUnit = tess->tUnit;                            163   tUnit = tess->tUnit;
164   i = static_LongAxis( norm );                    164   i = static_LongAxis( norm );
165                                                   165 
166 #if defined(FOR_TRITE_TEST_PROGRAM) || defined    166 #if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
167   /* Choose the initial sUnit vector to be app    167   /* Choose the initial sUnit vector to be approximately perpendicular
168    * to the normal.                               168    * to the normal.
169    */                                             169    */
170   Normalize( norm );                              170   Normalize( norm );
171                                                   171 
172   sUnit[i] = 0;                                   172   sUnit[i] = 0;
173   sUnit[(i+1)%3] = S_UNIT_X;                      173   sUnit[(i+1)%3] = S_UNIT_X;
174   sUnit[(i+2)%3] = S_UNIT_Y;                      174   sUnit[(i+2)%3] = S_UNIT_Y;
175                                                   175 
176   /* Now make it exactly perpendicular */         176   /* Now make it exactly perpendicular */
177   w = Dot( sUnit, norm );                         177   w = Dot( sUnit, norm );
178   sUnit[0] -= w * norm[0];                        178   sUnit[0] -= w * norm[0];
179   sUnit[1] -= w * norm[1];                        179   sUnit[1] -= w * norm[1];
180   sUnit[2] -= w * norm[2];                        180   sUnit[2] -= w * norm[2];
181   Normalize( sUnit );                             181   Normalize( sUnit );
182                                                   182 
183   /* Choose tUnit so that (sUnit,tUnit,norm) f    183   /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
184   tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[    184   tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
185   tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[    185   tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
186   tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[    186   tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
187   Normalize( tUnit );                             187   Normalize( tUnit );
188 #else                                             188 #else
189   /* Project perpendicular to a coordinate axi    189   /* Project perpendicular to a coordinate axis -- better numerically */
190   sUnit[i] = 0;                                   190   sUnit[i] = 0;
191   sUnit[(i+1)%3] = S_UNIT_X;                      191   sUnit[(i+1)%3] = S_UNIT_X;
192   sUnit[(i+2)%3] = S_UNIT_Y;                      192   sUnit[(i+2)%3] = S_UNIT_Y;
193                                                   193 
194   tUnit[i] = 0;                                   194   tUnit[i] = 0;
195   tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y :    195   tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
196   tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X :     196   tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
197 #endif                                            197 #endif
198                                                   198 
199   /* Project the vertices onto the sweep plane    199   /* Project the vertices onto the sweep plane */
200   for( v = vHead->next; v != vHead; v = v->nex    200   for( v = vHead->next; v != vHead; v = v->next ) {
201     v->s = Dot( v->coords, sUnit );               201     v->s = Dot( v->coords, sUnit );
202     v->t = Dot( v->coords, tUnit );               202     v->t = Dot( v->coords, tUnit );
203   }                                               203   }
204   if( computedNormal ) {                          204   if( computedNormal ) {
205     static_CheckOrientation( tess );              205     static_CheckOrientation( tess );
206   }                                               206   }
207 }                                                 207 }
208                                                   208 
209 #endif                                            209 #endif