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

0001 // see license file for original license.
0002 
0003 #ifndef tools_glutess_tessmono
0004 #define tools_glutess_tessmono
0005 
0006 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
0007  * (what else would it do??)  The region must consist of a single
0008  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
0009  * case means that any vertical line intersects the interior of the
0010  * region in a single interval.  
0011  *
0012  * Tessellation consists of adding interior edges (actually pairs of
0013  * half-edges), to split the region into non-overlapping triangles.
0014  *
0015  * __gl_meshTessellateInterior( mesh ) tessellates each region of
0016  * the mesh which is marked "inside" the polygon.  Each such region
0017  * must be monotone.
0018  *
0019  * __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
0020  * which are not marked "inside" the polygon.  Since further mesh operations
0021  * on NULL faces are not allowed, the main purpose is to clean up the
0022  * mesh so that exterior loops are not represented in the data structure.
0023  *
0024  * __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
0025  * winding numbers on all edges so that regions marked "inside" the
0026  * polygon have a winding number of "value", and regions outside
0027  * have a winding number of 0.
0028  *
0029  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it also deletes all edges which do not
0030  * separate an interior region from an exterior one.
0031  */
0032 
0033 //int __gl_meshTessellateMonoRegion( GLUface *face );
0034 //int __gl_meshTessellateInterior( GLUmesh *mesh );
0035 //void __gl_meshDiscardExterior( GLUmesh *mesh );
0036 //int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
0037 //                              GLUboolean keepOnlyBoundary );
0038 
0039 ////////////////////////////////////////////////////////
0040 /// inlined C code : ///////////////////////////////////
0041 ////////////////////////////////////////////////////////
0042 #include "geom"
0043 #include "mesh"
0044 
0045 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
0046  * (what else would it do??)  The region must consist of a single
0047  * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
0048  * case means that any vertical line intersects the interior of the
0049  * region in a single interval.  
0050  *
0051  * Tessellation consists of adding interior edges (actually pairs of
0052  * half-edges), to split the region into non-overlapping triangles.
0053  *
0054  * The basic idea is explained in Preparata and Shamos (which I don''t
0055  * have handy right now), although their implementation is more
0056  * complicated than this one.  The are two edge chains, an upper chain
0057  * and a lower chain.  We process all vertices from both chains in order,
0058  * from right to left.
0059  *
0060  * The algorithm ensures that the following invariant holds after each
0061  * vertex is processed: the untessellated region consists of two
0062  * chains, where one chain (say the upper) is a single edge, and
0063  * the other chain is concave.  The left vertex of the single edge
0064  * is always to the left of all vertices in the concave chain.
0065  *
0066  * Each step consists of adding the rightmost unprocessed vertex to one
0067  * of the two chains, and forming a fan of triangles from the rightmost
0068  * of two chain endpoints.  Determining whether we can add each triangle
0069  * to the fan is a simple orientation test.  By making the fan as large
0070  * as possible, we restore the invariant (check it yourself).
0071  */
0072 inline int __gl_meshTessellateMonoRegion( GLUface *face )
0073 {
0074   GLUhalfEdge *up, *lo;
0075 
0076   /* All edges are oriented CCW around the boundary of the region.
0077    * First, find the half-edge whose origin vertex is rightmost.
0078    * Since the sweep goes from left to right, face->anEdge should
0079    * be close to the edge we want.
0080    */
0081   up = face->anEdge;
0082   assert( up->Lnext != up && up->Lnext->Lnext != up );
0083 
0084   for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
0085     ;
0086   for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
0087     ;
0088   lo = up->Lprev;
0089 
0090   while( up->Lnext != lo ) {
0091     if( VertLeq( up->Dst, lo->Org )) {
0092       /* up->Dst is on the left.  It is safe to form triangles from lo->Org.
0093        * The EdgeGoesLeft test guarantees progress even when some triangles
0094        * are CW, given that the upper and lower chains are truly monotone.
0095        */
0096       while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
0097              || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
0098         GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
0099         if (tempHalfEdge == NULL) return 0;
0100         lo = tempHalfEdge->Sym;
0101       }
0102       lo = lo->Lprev;
0103     } else {
0104       /* lo->Org is on the left.  We can make CCW triangles from up->Dst. */
0105       while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
0106              || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
0107         GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
0108         if (tempHalfEdge == NULL) return 0;
0109         up = tempHalfEdge->Sym;
0110       }
0111       up = up->Lnext;
0112     }
0113   }
0114 
0115   /* Now lo->Org == up->Dst == the leftmost vertex.  The remaining region
0116    * can be tessellated in a fan from this leftmost vertex.
0117    */
0118   assert( lo->Lnext != up );
0119   while( lo->Lnext->Lnext != up ) {
0120     GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
0121     if (tempHalfEdge == NULL) return 0;
0122     lo = tempHalfEdge->Sym;
0123   }
0124 
0125   return 1;
0126 }
0127 
0128 
0129 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
0130  * the mesh which is marked "inside" the polygon.  Each such region
0131  * must be monotone.
0132  */
0133 inline int __gl_meshTessellateInterior( GLUmesh *mesh )
0134 {
0135   GLUface *f, *next;
0136 
0137   /*LINTED*/
0138   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
0139     /* Make sure we don''t try to tessellate the new triangles. */
0140     next = f->next;
0141     if( f->inside ) {
0142       if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
0143     }
0144   }
0145 
0146   return 1;
0147 }
0148 
0149 
0150 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
0151  * which are not marked "inside" the polygon.  Since further mesh operations
0152  * on NULL faces are not allowed, the main purpose is to clean up the
0153  * mesh so that exterior loops are not represented in the data structure.
0154  */
0155 inline void __gl_meshDiscardExterior( GLUmesh *mesh )
0156 {
0157   GLUface *f, *next;
0158 
0159   /*LINTED*/
0160   for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
0161     /* Since f will be destroyed, save its next pointer. */
0162     next = f->next;
0163     if( ! f->inside ) {
0164       __gl_meshZapFace( f );
0165     }
0166   }
0167 }
0168 
0169 //#define MARKED_FOR_DELETION   0x7fffffff
0170 
0171 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
0172  * winding numbers on all edges so that regions marked "inside" the
0173  * polygon have a winding number of "value", and regions outside
0174  * have a winding number of 0.
0175  *
0176  * If keepOnlyBoundary is TOOLS_GLU_TRUE, it also deletes all edges which do not
0177  * separate an interior region from an exterior one.
0178  */
0179 inline int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
0180                                 GLUboolean keepOnlyBoundary )
0181 {
0182   GLUhalfEdge *e, *eNext;
0183 
0184   for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
0185     eNext = e->next;
0186     if( e->Rface->inside != e->Lface->inside ) {
0187 
0188       /* This is a boundary edge (one side is interior, one is exterior). */
0189       e->winding = (e->Lface->inside) ? value : -value;
0190     } else {
0191 
0192       /* Both regions are interior, or both are exterior. */
0193       if( ! keepOnlyBoundary ) {
0194         e->winding = 0;
0195       } else {
0196         if ( !__gl_meshDelete( e ) ) return 0;
0197       }
0198     }
0199   }
0200   return 1;
0201 }
0202 
0203 #endif