diff options
Diffstat (limited to 'src/classes/com/sun/opengl/impl/tessellator/TessMono.java')
-rw-r--r-- | src/classes/com/sun/opengl/impl/tessellator/TessMono.java | 209 |
1 files changed, 0 insertions, 209 deletions
diff --git a/src/classes/com/sun/opengl/impl/tessellator/TessMono.java b/src/classes/com/sun/opengl/impl/tessellator/TessMono.java deleted file mode 100644 index 1f4a653e0..000000000 --- a/src/classes/com/sun/opengl/impl/tessellator/TessMono.java +++ /dev/null @@ -1,209 +0,0 @@ -/* -* Portions Copyright (C) 2003-2006 Sun Microsystems, Inc. -* All rights reserved. -*/ - -/* -** License Applicability. Except to the extent portions of this file are -** made subject to an alternative license as permitted in the SGI Free -** Software License B, Version 1.1 (the "License"), the contents of this -** file are subject only to the provisions of the License. You may not use -** this file except in compliance with the License. You may obtain a copy -** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 -** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: -** -** http://oss.sgi.com/projects/FreeB -** -** Note that, as provided in the License, the Software is distributed on an -** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS -** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND -** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A -** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. -** -** NOTE: The Original Code (as defined below) has been licensed to Sun -** Microsystems, Inc. ("Sun") under the SGI Free Software License B -** (Version 1.1), shown above ("SGI License"). Pursuant to Section -** 3.2(3) of the SGI License, Sun is distributing the Covered Code to -** you under an alternative license ("Alternative License"). This -** Alternative License includes all of the provisions of the SGI License -** except that Section 2.2 and 11 are omitted. Any differences between -** the Alternative License and the SGI License are offered solely by Sun -** and not by SGI. -** -** Original Code. The Original Code is: OpenGL Sample Implementation, -** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, -** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. -** Copyright in any portions created by third parties is as indicated -** elsewhere herein. All Rights Reserved. -** -** Additional Notice Provisions: The application programming interfaces -** established by SGI in conjunction with the Original Code are The -** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released -** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version -** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X -** Window System(R) (Version 1.3), released October 19, 1998. This software -** was created using the OpenGL(R) version 1.2.1 Sample Implementation -** published by SGI, but has not been independently verified as being -** compliant with the OpenGL(R) version 1.2.1 Specification. -** -** Author: Eric Veach, July 1994 -** Java Port: Pepijn Van Eeckhoudt, July 2003 -** Java Port: Nathan Parker Burg, August 2003 -*/ -package com.sun.opengl.impl.tessellator; - -class TessMono { -/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region - * (what else would it do??) The region must consist of a single - * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this - * case means that any vertical line intersects the interior of the - * region in a single interval. - * - * Tessellation consists of adding interior edges (actually pairs of - * half-edges), to split the region into non-overlapping triangles. - * - * The basic idea is explained in Preparata and Shamos (which I don''t - * have handy right now), although their implementation is more - * complicated than this one. The are two edge chains, an upper chain - * and a lower chain. We process all vertices from both chains in order, - * from right to left. - * - * The algorithm ensures that the following invariant holds after each - * vertex is processed: the untessellated region consists of two - * chains, where one chain (say the upper) is a single edge, and - * the other chain is concave. The left vertex of the single edge - * is always to the left of all vertices in the concave chain. - * - * Each step consists of adding the rightmost unprocessed vertex to one - * of the two chains, and forming a fan of triangles from the rightmost - * of two chain endpoints. Determining whether we can add each triangle - * to the fan is a simple orientation test. By making the fan as large - * as possible, we restore the invariant (check it yourself). - */ - static boolean __gl_meshTessellateMonoRegion(GLUface face) { - GLUhalfEdge up, lo; - - /* All edges are oriented CCW around the boundary of the region. - * First, find the half-edge whose origin vertex is rightmost. - * Since the sweep goes from left to right, face->anEdge should - * be close to the edge we want. - */ - up = face.anEdge; - assert (up.Lnext != up && up.Lnext.Lnext != up); - - for (; Geom.VertLeq(up.Sym.Org, up.Org); up = up.Onext.Sym) - ; - for (; Geom.VertLeq(up.Org, up.Sym.Org); up = up.Lnext) - ; - lo = up.Onext.Sym; - - while (up.Lnext != lo) { - if (Geom.VertLeq(up.Sym.Org, lo.Org)) { - /* up.Sym.Org is on the left. It is safe to form triangles from lo.Org. - * The EdgeGoesLeft test guarantees progress even when some triangles - * are CW, given that the upper and lower chains are truly monotone. - */ - while (lo.Lnext != up && (Geom.EdgeGoesLeft(lo.Lnext) - || Geom.EdgeSign(lo.Org, lo.Sym.Org, lo.Lnext.Sym.Org) <= 0)) { - GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(lo.Lnext, lo); - if (tempHalfEdge == null) return false; - lo = tempHalfEdge.Sym; - } - lo = lo.Onext.Sym; - } else { - /* lo.Org is on the left. We can make CCW triangles from up.Sym.Org. */ - while (lo.Lnext != up && (Geom.EdgeGoesRight(up.Onext.Sym) - || Geom.EdgeSign(up.Sym.Org, up.Org, up.Onext.Sym.Org) >= 0)) { - GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(up, up.Onext.Sym); - if (tempHalfEdge == null) return false; - up = tempHalfEdge.Sym; - } - up = up.Lnext; - } - } - - /* Now lo.Org == up.Sym.Org == the leftmost vertex. The remaining region - * can be tessellated in a fan from this leftmost vertex. - */ - assert (lo.Lnext != up); - while (lo.Lnext.Lnext != up) { - GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(lo.Lnext, lo); - if (tempHalfEdge == null) return false; - lo = tempHalfEdge.Sym; - } - - return true; - } - - -/* __gl_meshTessellateInterior( mesh ) tessellates each region of - * the mesh which is marked "inside" the polygon. Each such region - * must be monotone. - */ - public static boolean __gl_meshTessellateInterior(GLUmesh mesh) { - GLUface f, next; - - /*LINTED*/ - for (f = mesh.fHead.next; f != mesh.fHead; f = next) { - /* Make sure we don''t try to tessellate the new triangles. */ - next = f.next; - if (f.inside) { - if (!__gl_meshTessellateMonoRegion(f)) return false; - } - } - - return true; - } - - -/* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces - * which are not marked "inside" the polygon. Since further mesh operations - * on NULL faces are not allowed, the main purpose is to clean up the - * mesh so that exterior loops are not represented in the data structure. - */ - public static void __gl_meshDiscardExterior(GLUmesh mesh) { - GLUface f, next; - - /*LINTED*/ - for (f = mesh.fHead.next; f != mesh.fHead; f = next) { - /* Since f will be destroyed, save its next pointer. */ - next = f.next; - if (!f.inside) { - Mesh.__gl_meshZapFace(f); - } - } - } - - private static final int MARKED_FOR_DELETION = 0x7fffffff; - -/* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the - * winding numbers on all edges so that regions marked "inside" the - * polygon have a winding number of "value", and regions outside - * have a winding number of 0. - * - * If keepOnlyBoundary is TRUE, it also deletes all edges which do not - * separate an interior region from an exterior one. - */ - public static boolean __gl_meshSetWindingNumber(GLUmesh mesh, int value, boolean keepOnlyBoundary) { - GLUhalfEdge e, eNext; - - for (e = mesh.eHead.next; e != mesh.eHead; e = eNext) { - eNext = e.next; - if (e.Sym.Lface.inside != e.Lface.inside) { - - /* This is a boundary edge (one side is interior, one is exterior). */ - e.winding = (e.Lface.inside) ? value : -value; - } else { - - /* Both regions are interior, or both are exterior. */ - if (!keepOnlyBoundary) { - e.winding = 0; - } else { - if (!Mesh.__gl_meshDelete(e)) return false; - } - } - } - return true; - } - -} |