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272 lines
12 KiB
C
272 lines
12 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#ifndef __mesh_h_
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#define __mesh_h_
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#include "wine/glu.h"
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typedef struct GLUmesh GLUmesh;
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typedef struct GLUvertex GLUvertex;
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typedef struct GLUface GLUface;
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typedef struct GLUhalfEdge GLUhalfEdge;
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typedef struct ActiveRegion ActiveRegion; /* Internal data */
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/* The mesh structure is similar in spirit, notation, and operations
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* to the "quad-edge" structure (see L. Guibas and J. Stolfi, Primitives
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* for the manipulation of general subdivisions and the computation of
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* Voronoi diagrams, ACM Transactions on Graphics, 4(2):74-123, April 1985).
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* For a simplified description, see the course notes for CS348a,
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* "Mathematical Foundations of Computer Graphics", available at the
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* Stanford bookstore (and taught during the fall quarter).
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* The implementation also borrows a tiny subset of the graph-based approach
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* use in Mantyla's Geometric Work Bench (see M. Mantyla, An Introduction
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* to Sold Modeling, Computer Science Press, Rockville, Maryland, 1988).
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*
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* The fundamental data structure is the "half-edge". Two half-edges
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* go together to make an edge, but they point in opposite directions.
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* Each half-edge has a pointer to its mate (the "symmetric" half-edge Sym),
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* its origin vertex (Org), the face on its left side (Lface), and the
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* adjacent half-edges in the CCW direction around the origin vertex
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* (Onext) and around the left face (Lnext). There is also a "next"
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* pointer for the global edge list (see below).
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*
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* The notation used for mesh navigation:
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* Sym = the mate of a half-edge (same edge, but opposite direction)
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* Onext = edge CCW around origin vertex (keep same origin)
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* Dnext = edge CCW around destination vertex (keep same dest)
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* Lnext = edge CCW around left face (dest becomes new origin)
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* Rnext = edge CCW around right face (origin becomes new dest)
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*
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* "prev" means to substitute CW for CCW in the definitions above.
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*
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* The mesh keeps global lists of all vertices, faces, and edges,
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* stored as doubly-linked circular lists with a dummy header node.
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* The mesh stores pointers to these dummy headers (vHead, fHead, eHead).
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*
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* The circular edge list is special; since half-edges always occur
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* in pairs (e and e->Sym), each half-edge stores a pointer in only
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* one direction. Starting at eHead and following the e->next pointers
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* will visit each *edge* once (ie. e or e->Sym, but not both).
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* e->Sym stores a pointer in the opposite direction, thus it is
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* always true that e->Sym->next->Sym->next == e.
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*
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* Each vertex has a pointer to next and previous vertices in the
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* circular list, and a pointer to a half-edge with this vertex as
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* the origin (NULL if this is the dummy header). There is also a
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* field "data" for client data.
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*
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* Each face has a pointer to the next and previous faces in the
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* circular list, and a pointer to a half-edge with this face as
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* the left face (NULL if this is the dummy header). There is also
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* a field "data" for client data.
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*
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* Note that what we call a "face" is really a loop; faces may consist
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* of more than one loop (ie. not simply connected), but there is no
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* record of this in the data structure. The mesh may consist of
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* several disconnected regions, so it may not be possible to visit
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* the entire mesh by starting at a half-edge and traversing the edge
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* structure.
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*
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* The mesh does NOT support isolated vertices; a vertex is deleted along
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* with its last edge. Similarly when two faces are merged, one of the
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* faces is deleted (see __gl_meshDelete below). For mesh operations,
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* all face (loop) and vertex pointers must not be NULL. However, once
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* mesh manipulation is finished, __gl_MeshZapFace can be used to delete
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* faces of the mesh, one at a time. All external faces can be "zapped"
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* before the mesh is returned to the client; then a NULL face indicates
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* a region which is not part of the output polygon.
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*/
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struct GLUvertex {
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GLUvertex *next; /* next vertex (never NULL) */
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GLUvertex *prev; /* previous vertex (never NULL) */
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GLUhalfEdge *anEdge; /* a half-edge with this origin */
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void *data; /* client's data */
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/* Internal data (keep hidden) */
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GLdouble coords[3]; /* vertex location in 3D */
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GLdouble s, t; /* projection onto the sweep plane */
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long pqHandle; /* to allow deletion from priority queue */
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};
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struct GLUface {
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GLUface *next; /* next face (never NULL) */
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GLUface *prev; /* previous face (never NULL) */
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GLUhalfEdge *anEdge; /* a half edge with this left face */
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void *data; /* room for client's data */
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/* Internal data (keep hidden) */
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GLUface *trail; /* "stack" for conversion to strips */
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GLboolean marked; /* flag for conversion to strips */
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GLboolean inside; /* this face is in the polygon interior */
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};
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struct GLUhalfEdge {
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GLUhalfEdge *next; /* doubly-linked list (prev==Sym->next) */
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GLUhalfEdge *Sym; /* same edge, opposite direction */
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GLUhalfEdge *Onext; /* next edge CCW around origin */
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GLUhalfEdge *Lnext; /* next edge CCW around left face */
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GLUvertex *Org; /* origin vertex (Overtex too long) */
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GLUface *Lface; /* left face */
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/* Internal data (keep hidden) */
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ActiveRegion *activeRegion; /* a region with this upper edge (sweep.c) */
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int winding; /* change in winding number when crossing
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from the right face to the left face */
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};
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#define Rface Sym->Lface
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#define Dst Sym->Org
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#define Oprev Sym->Lnext
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#define Lprev Onext->Sym
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#define Dprev Lnext->Sym
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#define Rprev Sym->Onext
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#define Dnext Rprev->Sym /* 3 pointers */
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#define Rnext Oprev->Sym /* 3 pointers */
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struct GLUmesh {
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GLUvertex vHead; /* dummy header for vertex list */
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GLUface fHead; /* dummy header for face list */
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GLUhalfEdge eHead; /* dummy header for edge list */
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GLUhalfEdge eHeadSym; /* and its symmetric counterpart */
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};
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/* The mesh operations below have three motivations: completeness,
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* convenience, and efficiency. The basic mesh operations are MakeEdge,
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* Splice, and Delete. All the other edge operations can be implemented
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* in terms of these. The other operations are provided for convenience
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* and/or efficiency.
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*
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* When a face is split or a vertex is added, they are inserted into the
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* global list *before* the existing vertex or face (ie. e->Org or e->Lface).
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* This makes it easier to process all vertices or faces in the global lists
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* without worrying about processing the same data twice. As a convenience,
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* when a face is split, the "inside" flag is copied from the old face.
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* Other internal data (v->data, v->activeRegion, f->data, f->marked,
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* f->trail, e->winding) is set to zero.
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*
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* ********************** Basic Edge Operations **************************
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*
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* __gl_meshMakeEdge( mesh ) creates one edge, two vertices, and a loop.
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* The loop (face) consists of the two new half-edges.
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*
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* __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
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* mesh connectivity and topology. It changes the mesh so that
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* eOrg->Onext <- OLD( eDst->Onext )
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* eDst->Onext <- OLD( eOrg->Onext )
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* where OLD(...) means the value before the meshSplice operation.
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*
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* This can have two effects on the vertex structure:
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* - if eOrg->Org != eDst->Org, the two vertices are merged together
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* - if eOrg->Org == eDst->Org, the origin is split into two vertices
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* In both cases, eDst->Org is changed and eOrg->Org is untouched.
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*
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* Similarly (and independently) for the face structure,
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* - if eOrg->Lface == eDst->Lface, one loop is split into two
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* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
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* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
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*
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* __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
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* if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
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* eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
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* the newly created loop will contain eDel->Dst. If the deletion of eDel
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* would create isolated vertices, those are deleted as well.
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*
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* ********************** Other Edge Operations **************************
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*
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* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
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* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
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* eOrg and eNew will have the same left face.
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*
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* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
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* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
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* eOrg and eNew will have the same left face.
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*
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* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
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* to eDst->Org, and returns the corresponding half-edge eNew.
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* If eOrg->Lface == eDst->Lface, this splits one loop into two,
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* and the newly created loop is eNew->Lface. Otherwise, two disjoint
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* loops are merged into one, and the loop eDst->Lface is destroyed.
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*
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* ************************ Other Operations *****************************
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*
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* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
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* and no loops (what we usually call a "face").
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*
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* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
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* both meshes, and returns the new mesh (the old meshes are destroyed).
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*
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* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
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*
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* __gl_meshZapFace( fZap ) destroys a face and removes it from the
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* global face list. All edges of fZap will have a NULL pointer as their
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* left face. Any edges which also have a NULL pointer as their right face
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* are deleted entirely (along with any isolated vertices this produces).
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* An entire mesh can be deleted by zapping its faces, one at a time,
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* in any order. Zapped faces cannot be used in further mesh operations!
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*
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* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
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*/
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GLUhalfEdge *__gl_meshMakeEdge( GLUmesh *mesh );
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int __gl_meshSplice( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
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int __gl_meshDelete( GLUhalfEdge *eDel );
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GLUhalfEdge *__gl_meshAddEdgeVertex( GLUhalfEdge *eOrg );
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GLUhalfEdge *__gl_meshSplitEdge( GLUhalfEdge *eOrg );
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GLUhalfEdge *__gl_meshConnect( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
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GLUmesh *__gl_meshNewMesh( void );
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GLUmesh *__gl_meshUnion( GLUmesh *mesh1, GLUmesh *mesh2 );
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void __gl_meshDeleteMesh( GLUmesh *mesh );
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void __gl_meshZapFace( GLUface *fZap );
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#ifdef NDEBUG
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#define __gl_meshCheckMesh( mesh )
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#else
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void __gl_meshCheckMesh( GLUmesh *mesh );
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#endif
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int __gl_meshTessellateInterior( GLUmesh *mesh );
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void __gl_meshDiscardExterior( GLUmesh *mesh );
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int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
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GLboolean keepOnlyBoundary );
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#endif
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