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-/*
-* 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;
- }
-
-}