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Warning, /include/Geant4/tools/glutess/geom is written in an unsupported language. File is not indexed.

0001 // see license file for original license.
0002 
0003 #ifndef tools_glutess_geom
0004 #define tools_glutess_geom
0005 
0006 #include "mesh"
0007 
0008 #define VertEq(u,v)     ((u)->s == (v)->s && (u)->t == (v)->t)
0009 #define VertLeq(u,v)    (((u)->s < (v)->s) || ((u)->s == (v)->s && (u)->t <= (v)->t))
0010 
0011 #define EdgeEval(u,v,w) __gl_edgeEval(u,v,w)
0012 #define EdgeSign(u,v,w) __gl_edgeSign(u,v,w)
0013 
0014 /* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */
0015 
0016 #define TransLeq(u,v)   (((u)->t < (v)->t) || \
0017                          ((u)->t == (v)->t && (u)->s <= (v)->s))
0018 #define TransEval(u,v,w)        __gl_transEval(u,v,w)
0019 #define TransSign(u,v,w)        __gl_transSign(u,v,w)
0020 
0021 
0022 #define EdgeGoesLeft(e)         VertLeq( (e)->Dst, (e)->Org )
0023 #define EdgeGoesRight(e)        VertLeq( (e)->Org, (e)->Dst )
0024 
0025 #define VertL1dist(u,v) (GLU_ABS(u->s - v->s) + GLU_ABS(u->t - v->t))
0026 
0027 #define VertCCW(u,v,w)  __gl_vertCCW(u,v,w)
0028 
0029 ////////////////////////////////////////////////////////
0030 /// inlined C code : ///////////////////////////////////
0031 ////////////////////////////////////////////////////////
0032 
0033 inline int __gl_vertLeq( GLUvertex *u, GLUvertex *v )
0034 {
0035   /* Returns TOOLS_GLU_TRUE if u is lexicographically <= v. */
0036 
0037   return VertLeq( u, v );
0038 }
0039 
0040 inline GLUdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
0041 {
0042   /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
0043    * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
0044    * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
0045    * If uw is vertical (and thus passes thru v), the result is zero.
0046    *
0047    * The calculation is extremely accurate and stable, even when v
0048    * is very close to u or w.  In particular if we set v->t = 0 and
0049    * let r be the negated result (this evaluates (uw)(v->s)), then
0050    * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
0051    */
0052   GLUdouble gapL, gapR;
0053 
0054   assert( VertLeq( u, v ) && VertLeq( v, w ));
0055   
0056   gapL = v->s - u->s;
0057   gapR = w->s - v->s;
0058 
0059   if( gapL + gapR > 0 ) {
0060     if( gapL < gapR ) {
0061       return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
0062     } else {
0063       return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
0064     }
0065   }
0066   /* vertical line */
0067   return 0;
0068 }
0069 
0070 inline GLUdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
0071 {
0072   /* Returns a number whose sign matches EdgeEval(u,v,w) but which
0073    * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
0074    * as v is above, on, or below the edge uw.
0075    */
0076   GLUdouble gapL, gapR;
0077 
0078   assert( VertLeq( u, v ) && VertLeq( v, w ));
0079   
0080   gapL = v->s - u->s;
0081   gapR = w->s - v->s;
0082 
0083   if( gapL + gapR > 0 ) {
0084     return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
0085   }
0086   /* vertical line */
0087   return 0;
0088 }
0089 
0090 
0091 /***********************************************************************
0092  * Define versions of EdgeSign, EdgeEval with s and t transposed.
0093  */
0094 
0095 inline GLUdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
0096 {
0097   /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
0098    * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
0099    * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
0100    * If uw is vertical (and thus passes thru v), the result is zero.
0101    *
0102    * The calculation is extremely accurate and stable, even when v
0103    * is very close to u or w.  In particular if we set v->s = 0 and
0104    * let r be the negated result (this evaluates (uw)(v->t)), then
0105    * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
0106    */
0107   GLUdouble gapL, gapR;
0108 
0109   assert( TransLeq( u, v ) && TransLeq( v, w ));
0110   
0111   gapL = v->t - u->t;
0112   gapR = w->t - v->t;
0113 
0114   if( gapL + gapR > 0 ) {
0115     if( gapL < gapR ) {
0116       return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
0117     } else {
0118       return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
0119     }
0120   }
0121   /* vertical line */
0122   return 0;
0123 }
0124 
0125 inline GLUdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
0126 {
0127   /* Returns a number whose sign matches TransEval(u,v,w) but which
0128    * is cheaper to evaluate.  Returns > 0, == 0 , or < 0
0129    * as v is above, on, or below the edge uw.
0130    */
0131   GLUdouble gapL, gapR;
0132 
0133   assert( TransLeq( u, v ) && TransLeq( v, w ));
0134   
0135   gapL = v->t - u->t;
0136   gapR = w->t - v->t;
0137 
0138   if( gapL + gapR > 0 ) {
0139     return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
0140   }
0141   /* vertical line */
0142   return 0;
0143 }
0144 
0145 
0146 inline int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w )
0147 {
0148   /* For almost-degenerate situations, the results are not reliable.
0149    * Unless the floating-point arithmetic can be performed without
0150    * rounding errors, *any* implementation will give incorrect results
0151    * on some degenerate inputs, so the client must have some way to
0152    * handle this situation.
0153    */
0154   return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
0155 }
0156 
0157 /* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
0158  * or (x+y)/2 if a==b==0.  It requires that a,b >= 0, and enforces
0159  * this in the rare case that one argument is slightly negative.
0160  * The implementation is extremely stable numerically.
0161  * In particular it guarantees that the result r satisfies
0162  * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
0163  * even when a and b differ greatly in magnitude.
0164  */
0165 #define Interpolate(a,x,b,y)                    \
0166   (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b,            \
0167   ((a <= b) ? ((b == 0) ? ((x+y) / 2)                   \
0168                         : (x + (y-x) * (a/(a+b))))      \
0169             : (y + (x-y) * (b/(a+b)))))
0170 
0171 #define Swap(a,b)       do { GLUvertex *t = a; a = b; b = t; } while(false)
0172 
0173 inline void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
0174                          GLUvertex *o2, GLUvertex *d2,
0175                          GLUvertex *v )
0176 /* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
0177  * The computed point is guaranteed to lie in the intersection of the
0178  * bounding rectangles defined by each edge.
0179  */
0180 {
0181   GLUdouble z1, z2;
0182 
0183   /* This is certainly not the most efficient way to find the intersection
0184    * of two line segments, but it is very numerically stable.
0185    *
0186    * Strategy: find the two middle vertices in the VertLeq ordering,
0187    * and interpolate the intersection s-value from these.  Then repeat
0188    * using the TransLeq ordering to find the intersection t-value.
0189    */
0190 
0191   if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
0192   if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
0193   if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
0194 
0195   if( ! VertLeq( o2, d1 )) {
0196     /* Technically, no intersection -- do our best */
0197     v->s = (o2->s + d1->s) / 2;
0198   } else if( VertLeq( d1, d2 )) {
0199     /* Interpolate between o2 and d1 */
0200     z1 = EdgeEval( o1, o2, d1 );
0201     z2 = EdgeEval( o2, d1, d2 );
0202     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
0203     v->s = Interpolate( z1, o2->s, z2, d1->s );
0204   } else {
0205     /* Interpolate between o2 and d2 */
0206     z1 = EdgeSign( o1, o2, d1 );
0207     z2 = -EdgeSign( o1, d2, d1 );
0208     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
0209     v->s = Interpolate( z1, o2->s, z2, d2->s );
0210   }
0211 
0212   /* Now repeat the process for t */
0213 
0214   if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
0215   if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
0216   if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
0217 
0218   if( ! TransLeq( o2, d1 )) {
0219     /* Technically, no intersection -- do our best */
0220     v->t = (o2->t + d1->t) / 2;
0221   } else if( TransLeq( d1, d2 )) {
0222     /* Interpolate between o2 and d1 */
0223     z1 = TransEval( o1, o2, d1 );
0224     z2 = TransEval( o2, d1, d2 );
0225     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
0226     v->t = Interpolate( z1, o2->t, z2, d1->t );
0227   } else {
0228     /* Interpolate between o2 and d2 */
0229     z1 = TransSign( o1, o2, d1 );
0230     z2 = -TransSign( o1, d2, d1 );
0231     if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
0232     v->t = Interpolate( z1, o2->t, z2, d2->t );
0233   }
0234 }
0235 
0236 #endif