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Geant4/externals/g4tools/include/tools/glutess/tessmono

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Differences between /externals/g4tools/include/tools/glutess/tessmono (Version 11.3.0) and /externals/g4tools/include/tools/glutess/tessmono (Version 11.0.p1)


  1 // see license file for original license.           1 // see license file for original license.
  2                                                     2 
  3 #ifndef tools_glutess_tessmono                      3 #ifndef tools_glutess_tessmono
  4 #define tools_glutess_tessmono                      4 #define tools_glutess_tessmono
  5                                                     5 
  6 /* __gl_meshTessellateMonoRegion( face ) tesse      6 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
  7  * (what else would it do??)  The region must       7  * (what else would it do??)  The region must consist of a single
  8  * loop of half-edges (see mesh.h) oriented CC      8  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
  9  * case means that any vertical line intersect      9  * case means that any vertical line intersects the interior of the
 10  * region in a single interval.                    10  * region in a single interval.  
 11  *                                                 11  *
 12  * Tessellation consists of adding interior ed     12  * Tessellation consists of adding interior edges (actually pairs of
 13  * half-edges), to split the region into non-o     13  * half-edges), to split the region into non-overlapping triangles.
 14  *                                                 14  *
 15  * __gl_meshTessellateInterior( mesh ) tessell     15  * __gl_meshTessellateInterior( mesh ) tessellates each region of
 16  * the mesh which is marked "inside" the polyg     16  * the mesh which is marked "inside" the polygon.  Each such region
 17  * must be monotone.                               17  * must be monotone.
 18  *                                                 18  *
 19  * __gl_meshDiscardExterior( mesh ) zaps (ie.      19  * __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
 20  * which are not marked "inside" the polygon.      20  * which are not marked "inside" the polygon.  Since further mesh operations
 21  * on NULL faces are not allowed, the main pur     21  * on NULL faces are not allowed, the main purpose is to clean up the
 22  * mesh so that exterior loops are not represe     22  * mesh so that exterior loops are not represented in the data structure.
 23  *                                                 23  *
 24  * __gl_meshSetWindingNumber( mesh, value, kee     24  * __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
 25  * winding numbers on all edges so that region     25  * winding numbers on all edges so that regions marked "inside" the
 26  * polygon have a winding number of "value", a     26  * polygon have a winding number of "value", and regions outside
 27  * have a winding number of 0.                     27  * have a winding number of 0.
 28  *                                                 28  *
 29  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it a     29  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it also deletes all edges which do not
 30  * separate an interior region from an exterio     30  * separate an interior region from an exterior one.
 31  */                                                31  */
 32                                                    32 
 33 //int __gl_meshTessellateMonoRegion( GLUface *     33 //int __gl_meshTessellateMonoRegion( GLUface *face );
 34 //int __gl_meshTessellateInterior( GLUmesh *me     34 //int __gl_meshTessellateInterior( GLUmesh *mesh );
 35 //void __gl_meshDiscardExterior( GLUmesh *mesh     35 //void __gl_meshDiscardExterior( GLUmesh *mesh );
 36 //int __gl_meshSetWindingNumber( GLUmesh *mesh     36 //int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
 37 //              GLUboolean keepOnlyBoundary );     37 //              GLUboolean keepOnlyBoundary );
 38                                                    38 
 39 //////////////////////////////////////////////     39 ////////////////////////////////////////////////////////
 40 /// inlined C code : /////////////////////////     40 /// inlined C code : ///////////////////////////////////
 41 //////////////////////////////////////////////     41 ////////////////////////////////////////////////////////
 42 #include "geom"                                    42 #include "geom"
 43 #include "mesh"                                    43 #include "mesh"
 44                                                    44 
 45 /* __gl_meshTessellateMonoRegion( face ) tesse     45 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
 46  * (what else would it do??)  The region must      46  * (what else would it do??)  The region must consist of a single
 47  * loop of half-edges (see mesh.h) oriented CC     47  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
 48  * case means that any vertical line intersect     48  * case means that any vertical line intersects the interior of the
 49  * region in a single interval.                    49  * region in a single interval.  
 50  *                                                 50  *
 51  * Tessellation consists of adding interior ed     51  * Tessellation consists of adding interior edges (actually pairs of
 52  * half-edges), to split the region into non-o     52  * half-edges), to split the region into non-overlapping triangles.
 53  *                                                 53  *
 54  * The basic idea is explained in Preparata an     54  * The basic idea is explained in Preparata and Shamos (which I don''t
 55  * have handy right now), although their imple     55  * have handy right now), although their implementation is more
 56  * complicated than this one.  The are two edg     56  * complicated than this one.  The are two edge chains, an upper chain
 57  * and a lower chain.  We process all vertices     57  * and a lower chain.  We process all vertices from both chains in order,
 58  * from right to left.                             58  * from right to left.
 59  *                                                 59  *
 60  * The algorithm ensures that the following in     60  * The algorithm ensures that the following invariant holds after each
 61  * vertex is processed: the untessellated regi     61  * vertex is processed: the untessellated region consists of two
 62  * chains, where one chain (say the upper) is      62  * chains, where one chain (say the upper) is a single edge, and
 63  * the other chain is concave.  The left verte     63  * the other chain is concave.  The left vertex of the single edge
 64  * is always to the left of all vertices in th     64  * is always to the left of all vertices in the concave chain.
 65  *                                                 65  *
 66  * Each step consists of adding the rightmost      66  * Each step consists of adding the rightmost unprocessed vertex to one
 67  * of the two chains, and forming a fan of tri     67  * of the two chains, and forming a fan of triangles from the rightmost
 68  * of two chain endpoints.  Determining whethe     68  * of two chain endpoints.  Determining whether we can add each triangle
 69  * to the fan is a simple orientation test.  B     69  * to the fan is a simple orientation test.  By making the fan as large
 70  * as possible, we restore the invariant (chec     70  * as possible, we restore the invariant (check it yourself).
 71  */                                                71  */
 72 inline int __gl_meshTessellateMonoRegion( GLUf     72 inline int __gl_meshTessellateMonoRegion( GLUface *face )
 73 {                                                  73 {
 74   GLUhalfEdge *up, *lo;                            74   GLUhalfEdge *up, *lo;
 75                                                    75 
 76   /* All edges are oriented CCW around the bou     76   /* All edges are oriented CCW around the boundary of the region.
 77    * First, find the half-edge whose origin ve     77    * First, find the half-edge whose origin vertex is rightmost.
 78    * Since the sweep goes from left to right,      78    * Since the sweep goes from left to right, face->anEdge should
 79    * be close to the edge we want.                 79    * be close to the edge we want.
 80    */                                              80    */
 81   up = face->anEdge;                               81   up = face->anEdge;
 82   assert( up->Lnext != up && up->Lnext->Lnext      82   assert( up->Lnext != up && up->Lnext->Lnext != up );
 83                                                    83 
 84   for( ; VertLeq( up->Dst, up->Org ); up = up-     84   for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
 85     ;                                              85     ;
 86   for( ; VertLeq( up->Org, up->Dst ); up = up-     86   for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
 87     ;                                              87     ;
 88   lo = up->Lprev;                                  88   lo = up->Lprev;
 89                                                    89 
 90   while( up->Lnext != lo ) {                       90   while( up->Lnext != lo ) {
 91     if( VertLeq( up->Dst, lo->Org )) {             91     if( VertLeq( up->Dst, lo->Org )) {
 92       /* up->Dst is on the left.  It is safe t     92       /* up->Dst is on the left.  It is safe to form triangles from lo->Org.
 93        * The EdgeGoesLeft test guarantees prog     93        * The EdgeGoesLeft test guarantees progress even when some triangles
 94        * are CW, given that the upper and lowe     94        * are CW, given that the upper and lower chains are truly monotone.
 95        */                                          95        */
 96       while( lo->Lnext != up && (EdgeGoesLeft(     96       while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
 97        || EdgeSign( lo->Org, lo->Dst, lo->Lnex     97        || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
 98   GLUhalfEdge *tempHalfEdge= __gl_meshConnect(     98   GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
 99   if (tempHalfEdge == NULL) return 0;              99   if (tempHalfEdge == NULL) return 0;
100   lo = tempHalfEdge->Sym;                         100   lo = tempHalfEdge->Sym;
101       }                                           101       }
102       lo = lo->Lprev;                             102       lo = lo->Lprev;
103     } else {                                      103     } else {
104       /* lo->Org is on the left.  We can make     104       /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
105       while( lo->Lnext != up && (EdgeGoesRight    105       while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
106        || EdgeSign( up->Dst, up->Org, up->Lpre    106        || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
107   GLUhalfEdge *tempHalfEdge= __gl_meshConnect(    107   GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
108   if (tempHalfEdge == NULL) return 0;             108   if (tempHalfEdge == NULL) return 0;
109   up = tempHalfEdge->Sym;                         109   up = tempHalfEdge->Sym;
110       }                                           110       }
111       up = up->Lnext;                             111       up = up->Lnext;
112     }                                             112     }
113   }                                               113   }
114                                                   114 
115   /* Now lo->Org == up->Dst == the leftmost ve    115   /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
116    * can be tessellated in a fan from this lef    116    * can be tessellated in a fan from this leftmost vertex.
117    */                                             117    */
118   assert( lo->Lnext != up );                      118   assert( lo->Lnext != up );
119   while( lo->Lnext->Lnext != up ) {               119   while( lo->Lnext->Lnext != up ) {
120     GLUhalfEdge *tempHalfEdge= __gl_meshConnec    120     GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
121     if (tempHalfEdge == NULL) return 0;           121     if (tempHalfEdge == NULL) return 0;
122     lo = tempHalfEdge->Sym;                       122     lo = tempHalfEdge->Sym;
123   }                                               123   }
124                                                   124 
125   return 1;                                       125   return 1;
126 }                                                 126 }
127                                                   127 
128                                                   128 
129 /* __gl_meshTessellateInterior( mesh ) tessell    129 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
130  * the mesh which is marked "inside" the polyg    130  * the mesh which is marked "inside" the polygon.  Each such region
131  * must be monotone.                              131  * must be monotone.
132  */                                               132  */
133 inline int __gl_meshTessellateInterior( GLUmes    133 inline int __gl_meshTessellateInterior( GLUmesh *mesh )
134 {                                                 134 {
135   GLUface *f, *next;                              135   GLUface *f, *next;
136                                                   136 
137   /*LINTED*/                                      137   /*LINTED*/
138   for( f = mesh->fHead.next; f != &mesh->fHead    138   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
139     /* Make sure we don''t try to tessellate t    139     /* Make sure we don''t try to tessellate the new triangles. */
140     next = f->next;                               140     next = f->next;
141     if( f->inside ) {                             141     if( f->inside ) {
142       if ( !__gl_meshTessellateMonoRegion( f )    142       if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
143     }                                             143     }
144   }                                               144   }
145                                                   145 
146   return 1;                                       146   return 1;
147 }                                                 147 }
148                                                   148 
149                                                   149 
150 /* __gl_meshDiscardExterior( mesh ) zaps (ie.     150 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
151  * which are not marked "inside" the polygon.     151  * which are not marked "inside" the polygon.  Since further mesh operations
152  * on NULL faces are not allowed, the main pur    152  * on NULL faces are not allowed, the main purpose is to clean up the
153  * mesh so that exterior loops are not represe    153  * mesh so that exterior loops are not represented in the data structure.
154  */                                               154  */
155 inline void __gl_meshDiscardExterior( GLUmesh     155 inline void __gl_meshDiscardExterior( GLUmesh *mesh )
156 {                                                 156 {
157   GLUface *f, *next;                              157   GLUface *f, *next;
158                                                   158 
159   /*LINTED*/                                      159   /*LINTED*/
160   for( f = mesh->fHead.next; f != &mesh->fHead    160   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
161     /* Since f will be destroyed, save its nex    161     /* Since f will be destroyed, save its next pointer. */
162     next = f->next;                               162     next = f->next;
163     if( ! f->inside ) {                           163     if( ! f->inside ) {
164       __gl_meshZapFace( f );                      164       __gl_meshZapFace( f );
165     }                                             165     }
166   }                                               166   }
167 }                                                 167 }
168                                                   168 
169 //#define MARKED_FOR_DELETION 0x7fffffff          169 //#define MARKED_FOR_DELETION 0x7fffffff
170                                                   170 
171 /* __gl_meshSetWindingNumber( mesh, value, kee    171 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
172  * winding numbers on all edges so that region    172  * winding numbers on all edges so that regions marked "inside" the
173  * polygon have a winding number of "value", a    173  * polygon have a winding number of "value", and regions outside
174  * have a winding number of 0.                    174  * have a winding number of 0.
175  *                                                175  *
176  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it a    176  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it also deletes all edges which do not
177  * separate an interior region from an exterio    177  * separate an interior region from an exterior one.
178  */                                               178  */
179 inline int __gl_meshSetWindingNumber( GLUmesh     179 inline int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
180               GLUboolean keepOnlyBoundary )       180               GLUboolean keepOnlyBoundary )
181 {                                                 181 {
182   GLUhalfEdge *e, *eNext;                         182   GLUhalfEdge *e, *eNext;
183                                                   183 
184   for( e = mesh->eHead.next; e != &mesh->eHead    184   for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
185     eNext = e->next;                              185     eNext = e->next;
186     if( e->Rface->inside != e->Lface->inside )    186     if( e->Rface->inside != e->Lface->inside ) {
187                                                   187 
188       /* This is a boundary edge (one side is     188       /* This is a boundary edge (one side is interior, one is exterior). */
189       e->winding = (e->Lface->inside) ? value     189       e->winding = (e->Lface->inside) ? value : -value;
190     } else {                                      190     } else {
191                                                   191 
192       /* Both regions are interior, or both ar    192       /* Both regions are interior, or both are exterior. */
193       if( ! keepOnlyBoundary ) {                  193       if( ! keepOnlyBoundary ) {
194   e->winding = 0;                                 194   e->winding = 0;
195       } else {                                    195       } else {
196   if ( !__gl_meshDelete( e ) ) return 0;          196   if ( !__gl_meshDelete( e ) ) return 0;
197       }                                           197       }
198     }                                             198     }
199   }                                               199   }
200   return 1;                                       200   return 1;
201 }                                                 201 }
202                                                   202 
203 #endif                                            203 #endif