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/*
* Mesa 3-D graphics library
* Version: 3.3
* Copyright (C) 1995-2000 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* This file is part of the polygon tesselation code contributed by
* Bogdan Sikorski
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include <math.h>
#include "tess.h"
#endif
static GLboolean edge_flag;
static void emit_triangle(GLUtriangulatorObj *, tess_vertex *,
tess_vertex *, tess_vertex *);
static void emit_triangle_with_edge_flag(GLUtriangulatorObj *,
tess_vertex *, GLboolean,
tess_vertex *, GLboolean,
tess_vertex *, GLboolean);
static GLdouble
twice_the_triangle_area(tess_vertex * va, tess_vertex * vb, tess_vertex * vc)
{
return (vb->x - va->x) * (vc->y - va->y) - (vb->y - va->y) * (vc->x -
va->x);
}
static GLboolean
left(GLdouble A, GLdouble B, GLdouble C, GLdouble x, GLdouble y)
{
if (A * x + B * y + C > -EPSILON)
return GL_TRUE;
else
return GL_FALSE;
}
static GLboolean
right(GLdouble A, GLdouble B, GLdouble C, GLdouble x, GLdouble y)
{
if (A * x + B * y + C < EPSILON)
return GL_TRUE;
else
return GL_FALSE;
}
static GLint
convex_ccw(tess_vertex * va,
tess_vertex * vb, tess_vertex * vc, GLUtriangulatorObj * tobj)
{
GLdouble d;
d = twice_the_triangle_area(va, vb, vc);
if (d > EPSILON) {
return 1;
}
else if (d < -EPSILON) {
return 0;
}
else {
return -1;
}
}
static GLint
convex_cw(tess_vertex * va,
tess_vertex * vb, tess_vertex * vc, GLUtriangulatorObj * tobj)
{
GLdouble d;
d = twice_the_triangle_area(va, vb, vc);
if (d < -EPSILON) {
return 1;
}
else if (d > EPSILON) {
return 0;
}
else {
return -1;
}
}
static GLboolean
diagonal_ccw(tess_vertex * va,
tess_vertex * vb,
GLUtriangulatorObj * tobj, tess_contour * contour)
{
tess_vertex *vc = va->next, *vertex, *shadow_vertex;
struct
{
GLdouble A, B, C;
}
ac, cb, ba;
GLdouble x, y;
GLint res = convex_ccw(va, vc, vb, tobj);
if (res == 0)
return GL_FALSE;
if (res == -1)
return GL_TRUE;
ba.A = vb->y - va->y;
ba.B = va->x - vb->x;
ba.C = -ba.A * va->x - ba.B * va->y;
ac.A = va->y - vc->y;
ac.B = vc->x - va->x;
ac.C = -ac.A * vc->x - ac.B * vc->y;
cb.A = vc->y - vb->y;
cb.B = vb->x - vc->x;
cb.C = -cb.A * vb->x - cb.B * vb->y;
for (vertex = vb->next; vertex != va; vertex = vertex->next) {
shadow_vertex = vertex->shadow_vertex;
if (shadow_vertex != NULL &&
(shadow_vertex == va || shadow_vertex == vb || shadow_vertex == vc))
continue;
x = vertex->x;
y = vertex->y;
if (left(ba.A, ba.B, ba.C, x, y) &&
left(ac.A, ac.B, ac.C, x, y) && left(cb.A, cb.B, cb.C, x, y))
return GL_FALSE;
}
return GL_TRUE;
}
static GLboolean
diagonal_cw(tess_vertex * va,
tess_vertex * vb,
GLUtriangulatorObj * tobj, tess_contour * contour)
{
tess_vertex *vc = va->next, *vertex, *shadow_vertex;
struct
{
GLdouble A, B, C;
}
ac, cb, ba;
GLdouble x, y;
GLint res = convex_cw(va, vc, vb, tobj);
if (res == 0)
return GL_FALSE;
if (res == -1)
return GL_TRUE;
ba.A = vb->y - va->y;
ba.B = va->x - vb->x;
ba.C = -ba.A * va->x - ba.B * va->y;
ac.A = va->y - vc->y;
ac.B = vc->x - va->x;
ac.C = -ac.A * vc->x - ac.B * vc->y;
cb.A = vc->y - vb->y;
cb.B = vb->x - vc->x;
cb.C = -cb.A * vb->x - cb.B * vb->y;
for (vertex = vb->next; vertex != va; vertex = vertex->next) {
shadow_vertex = vertex->shadow_vertex;
if (shadow_vertex != NULL &&
(shadow_vertex == va || shadow_vertex == vb || shadow_vertex == vc))
continue;
x = vertex->x;
y = vertex->y;
if (right(ba.A, ba.B, ba.C, x, y) &&
right(ac.A, ac.B, ac.C, x, y) && right(cb.A, cb.B, cb.C, x, y))
return GL_FALSE;
}
return GL_TRUE;
}
static void
clip_ear(GLUtriangulatorObj * tobj, tess_vertex * v, tess_contour * contour)
{
emit_triangle(tobj, v->previous, v, v->next);
/* the first in the list */
if (contour->vertices == v) {
contour->vertices = v->next;
contour->last_vertex->next = v->next;
v->next->previous = contour->last_vertex;
}
else
/* the last ? */
if (contour->last_vertex == v) {
contour->vertices->previous = v->previous;
v->previous->next = v->next;
contour->last_vertex = v->previous;
}
else {
v->next->previous = v->previous;
v->previous->next = v->next;
}
free(v);
--(contour->vertex_cnt);
}
static void
clip_ear_with_edge_flag(GLUtriangulatorObj * tobj,
tess_vertex * v, tess_contour * contour)
{
emit_triangle_with_edge_flag(tobj, v->previous, v->previous->edge_flag,
v, v->edge_flag, v->next, GL_FALSE);
v->previous->edge_flag = GL_FALSE;
/* the first in the list */
if (contour->vertices == v) {
contour->vertices = v->next;
contour->last_vertex->next = v->next;
v->next->previous = contour->last_vertex;
}
else
/* the last ? */
if (contour->last_vertex == v) {
contour->vertices->previous = v->previous;
v->previous->next = v->next;
contour->last_vertex = v->previous;
}
else {
v->next->previous = v->previous;
v->previous->next = v->next;
}
free(v);
--(contour->vertex_cnt);
}
static void
triangulate_ccw(GLUtriangulatorObj * tobj, tess_contour * contour)
{
tess_vertex *vertex;
GLuint vertex_cnt = contour->vertex_cnt;
while (vertex_cnt > 3) {
vertex = contour->vertices;
while (diagonal_ccw(vertex, vertex->next->next, tobj, contour) ==
GL_FALSE && tobj->error == GLU_NO_ERROR)
vertex = vertex->next;
if (tobj->error != GLU_NO_ERROR)
return;
clip_ear(tobj, vertex->next, contour);
--vertex_cnt;
}
}
static void
triangulate_cw(GLUtriangulatorObj * tobj, tess_contour * contour)
{
tess_vertex *vertex;
GLuint vertex_cnt = contour->vertex_cnt;
while (vertex_cnt > 3) {
vertex = contour->vertices;
while (diagonal_cw(vertex, vertex->next->next, tobj, contour) ==
GL_FALSE && tobj->error == GLU_NO_ERROR)
vertex = vertex->next;
if (tobj->error != GLU_NO_ERROR)
return;
clip_ear(tobj, vertex->next, contour);
--vertex_cnt;
}
}
static void
triangulate_ccw_with_edge_flag(GLUtriangulatorObj * tobj,
tess_contour * contour)
{
tess_vertex *vertex;
GLuint vertex_cnt = contour->vertex_cnt;
while (vertex_cnt > 3) {
vertex = contour->vertices;
while (diagonal_ccw(vertex, vertex->next->next, tobj, contour) ==
GL_FALSE && tobj->error == GLU_NO_ERROR)
vertex = vertex->next;
if (tobj->error != GLU_NO_ERROR)
return;
clip_ear_with_edge_flag(tobj, vertex->next, contour);
--vertex_cnt;
}
}
static void
triangulate_cw_with_edge_flag(GLUtriangulatorObj * tobj,
tess_contour * contour)
{
tess_vertex *vertex;
GLuint vertex_cnt = contour->vertex_cnt;
while (vertex_cnt > 3) {
vertex = contour->vertices;
while (diagonal_cw(vertex, vertex->next->next, tobj, contour) ==
GL_FALSE && tobj->error == GLU_NO_ERROR)
vertex = vertex->next;
if (tobj->error != GLU_NO_ERROR)
return;
clip_ear_with_edge_flag(tobj, vertex->next, contour);
--vertex_cnt;
}
}
void
tess_tesselate(GLUtriangulatorObj * tobj)
{
tess_contour *contour;
for (contour = tobj->contours; contour != NULL; contour = contour->next) {
if (contour->orientation == GLU_CCW) {
triangulate_ccw(tobj, contour);
}
else {
triangulate_cw(tobj, contour);
}
if (tobj->error != GLU_NO_ERROR)
return;
/* emit the last triangle */
emit_triangle(tobj, contour->vertices, contour->vertices->next,
contour->vertices->next->next);
}
}
void
tess_tesselate_with_edge_flag(GLUtriangulatorObj * tobj)
{
tess_contour *contour;
edge_flag = GL_TRUE;
/* first callback with edgeFlag set to GL_TRUE */
(tobj->callbacks.edgeFlag) (GL_TRUE);
for (contour = tobj->contours; contour != NULL; contour = contour->next) {
if (contour->orientation == GLU_CCW)
triangulate_ccw_with_edge_flag(tobj, contour);
else
triangulate_cw_with_edge_flag(tobj, contour);
if (tobj->error != GLU_NO_ERROR)
return;
/* emit the last triangle */
emit_triangle_with_edge_flag(tobj, contour->vertices,
contour->vertices->edge_flag,
contour->vertices->next,
contour->vertices->next->edge_flag,
contour->vertices->next->next,
contour->vertices->next->next->edge_flag);
}
}
static void
emit_triangle(GLUtriangulatorObj * tobj,
tess_vertex * v1, tess_vertex * v2, tess_vertex * v3)
{
(tobj->callbacks.begin) (GL_TRIANGLES);
(tobj->callbacks.vertex) (v1->data);
(tobj->callbacks.vertex) (v2->data);
(tobj->callbacks.vertex) (v3->data);
(tobj->callbacks.end) ();
}
static void
emit_triangle_with_edge_flag(GLUtriangulatorObj * tobj,
tess_vertex * v1,
GLboolean edge_flag1,
tess_vertex * v2,
GLboolean edge_flag2,
tess_vertex * v3, GLboolean edge_flag3)
{
(tobj->callbacks.begin) (GL_TRIANGLES);
if (edge_flag1 != edge_flag) {
edge_flag = (edge_flag == GL_TRUE ? GL_FALSE : GL_TRUE);
(tobj->callbacks.edgeFlag) (edge_flag);
}
(tobj->callbacks.vertex) (v1->data);
if (edge_flag2 != edge_flag) {
edge_flag = (edge_flag == GL_TRUE ? GL_FALSE : GL_TRUE);
(tobj->callbacks.edgeFlag) (edge_flag);
}
(tobj->callbacks.vertex) (v2->data);
if (edge_flag3 != edge_flag) {
edge_flag = (edge_flag == GL_TRUE ? GL_FALSE : GL_TRUE);
(tobj->callbacks.edgeFlag) (edge_flag);
}
(tobj->callbacks.vertex) (v3->data);
(tobj->callbacks.end) ();
}