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-/*
-* Portions Copyright (C) 2003 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.
-**
-** 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 net.java.games.jogl.impl.tesselator;
-
-class Mesh {
- private Mesh() {
- }
-
- /************************ Utility Routines ************************/
-/* MakeEdge creates a new pair of half-edges which form their own loop.
- * No vertex or face structures are allocated, but these must be assigned
- * before the current edge operation is completed.
- */
- static net.java.games.jogl.impl.tesselator.GLUhalfEdge MakeEdge(net.java.games.jogl.impl.tesselator.GLUhalfEdge eNext) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eSym;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge ePrev;
-
-// EdgePair * pair = (EdgePair *)
-// memAlloc(sizeof(EdgePair));
-// if (pair == NULL) return NULL;
-//
-// e = &pair - > e;
- e = new net.java.games.jogl.impl.tesselator.GLUhalfEdge(true);
-// eSym = &pair - > eSym;
- eSym = new net.java.games.jogl.impl.tesselator.GLUhalfEdge(false);
-
-
- /* Make sure eNext points to the first edge of the edge pair */
- if (!eNext.first) {
- eNext = eNext.Sym;
- }
-
- /* Insert in circular doubly-linked list before eNext.
- * Note that the prev pointer is stored in Sym->next.
- */
- ePrev = eNext.Sym.next;
- eSym.next = ePrev;
- ePrev.Sym.next = e;
- e.next = eNext;
- eNext.Sym.next = eSym;
-
- e.Sym = eSym;
- e.Onext = e;
- e.Lnext = eSym;
- e.Org = null;
- e.Lface = null;
- e.winding = 0;
- e.activeRegion = null;
-
- eSym.Sym = e;
- eSym.Onext = eSym;
- eSym.Lnext = e;
- eSym.Org = null;
- eSym.Lface = null;
- eSym.winding = 0;
- eSym.activeRegion = null;
-
- return e;
- }
-
-/* Splice( a, b ) is best described by the Guibas/Stolfi paper or the
- * CS348a notes (see mesh.h). Basically it modifies the mesh so that
- * a->Onext and b->Onext are exchanged. This can have various effects
- * depending on whether a and b belong to different face or vertex rings.
- * For more explanation see __gl_meshSplice() below.
- */
- static void Splice(net.java.games.jogl.impl.tesselator.GLUhalfEdge a, net.java.games.jogl.impl.tesselator.GLUhalfEdge b) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge aOnext = a.Onext;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge bOnext = b.Onext;
-
- aOnext.Sym.Lnext = b;
- bOnext.Sym.Lnext = a;
- a.Onext = bOnext;
- b.Onext = aOnext;
- }
-
-/* MakeVertex( newVertex, eOrig, vNext ) attaches a new vertex and makes it the
- * origin of all edges in the vertex loop to which eOrig belongs. "vNext" gives
- * a place to insert the new vertex in the global vertex list. We insert
- * the new vertex *before* vNext so that algorithms which walk the vertex
- * list will not see the newly created vertices.
- */
- static void MakeVertex(net.java.games.jogl.impl.tesselator.GLUvertex newVertex,
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrig, net.java.games.jogl.impl.tesselator.GLUvertex vNext) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e;
- net.java.games.jogl.impl.tesselator.GLUvertex vPrev;
- net.java.games.jogl.impl.tesselator.GLUvertex vNew = newVertex;
-
- assert (vNew != null);
-
- /* insert in circular doubly-linked list before vNext */
- vPrev = vNext.prev;
- vNew.prev = vPrev;
- vPrev.next = vNew;
- vNew.next = vNext;
- vNext.prev = vNew;
-
- vNew.anEdge = eOrig;
- vNew.data = null;
- /* leave coords, s, t undefined */
-
- /* fix other edges on this vertex loop */
- e = eOrig;
- do {
- e.Org = vNew;
- e = e.Onext;
- } while (e != eOrig);
- }
-
-/* MakeFace( newFace, eOrig, fNext ) attaches a new face and makes it the left
- * face of all edges in the face loop to which eOrig belongs. "fNext" gives
- * a place to insert the new face in the global face list. We insert
- * the new face *before* fNext so that algorithms which walk the face
- * list will not see the newly created faces.
- */
- static void MakeFace(net.java.games.jogl.impl.tesselator.GLUface newFace, net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrig, net.java.games.jogl.impl.tesselator.GLUface fNext) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e;
- net.java.games.jogl.impl.tesselator.GLUface fPrev;
- net.java.games.jogl.impl.tesselator.GLUface fNew = newFace;
-
- assert (fNew != null);
-
- /* insert in circular doubly-linked list before fNext */
- fPrev = fNext.prev;
- fNew.prev = fPrev;
- fPrev.next = fNew;
- fNew.next = fNext;
- fNext.prev = fNew;
-
- fNew.anEdge = eOrig;
- fNew.data = null;
- fNew.trail = null;
- fNew.marked = false;
-
- /* The new face is marked "inside" if the old one was. This is a
- * convenience for the common case where a face has been split in two.
- */
- fNew.inside = fNext.inside;
-
- /* fix other edges on this face loop */
- e = eOrig;
- do {
- e.Lface = fNew;
- e = e.Lnext;
- } while (e != eOrig);
- }
-
-/* KillEdge( eDel ) destroys an edge (the half-edges eDel and eDel->Sym),
- * and removes from the global edge list.
- */
- static void KillEdge(net.java.games.jogl.impl.tesselator.GLUhalfEdge eDel) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge ePrev, eNext;
-
- /* Half-edges are allocated in pairs, see EdgePair above */
- if (!eDel.first) {
- eDel = eDel.Sym;
- }
-
- /* delete from circular doubly-linked list */
- eNext = eDel.next;
- ePrev = eDel.Sym.next;
- eNext.Sym.next = ePrev;
- ePrev.Sym.next = eNext;
- }
-
-
-/* KillVertex( vDel ) destroys a vertex and removes it from the global
- * vertex list. It updates the vertex loop to point to a given new vertex.
- */
- static void KillVertex(net.java.games.jogl.impl.tesselator.GLUvertex vDel, net.java.games.jogl.impl.tesselator.GLUvertex newOrg) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e, eStart = vDel.anEdge;
- net.java.games.jogl.impl.tesselator.GLUvertex vPrev, vNext;
-
- /* change the origin of all affected edges */
- e = eStart;
- do {
- e.Org = newOrg;
- e = e.Onext;
- } while (e != eStart);
-
- /* delete from circular doubly-linked list */
- vPrev = vDel.prev;
- vNext = vDel.next;
- vNext.prev = vPrev;
- vPrev.next = vNext;
- }
-
-/* KillFace( fDel ) destroys a face and removes it from the global face
- * list. It updates the face loop to point to a given new face.
- */
- static void KillFace(net.java.games.jogl.impl.tesselator.GLUface fDel, net.java.games.jogl.impl.tesselator.GLUface newLface) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e, eStart = fDel.anEdge;
- net.java.games.jogl.impl.tesselator.GLUface fPrev, fNext;
-
- /* change the left face of all affected edges */
- e = eStart;
- do {
- e.Lface = newLface;
- e = e.Lnext;
- } while (e != eStart);
-
- /* delete from circular doubly-linked list */
- fPrev = fDel.prev;
- fNext = fDel.next;
- fNext.prev = fPrev;
- fPrev.next = fNext;
- }
-
-
- /****************** Basic Edge Operations **********************/
-
-/* __gl_meshMakeEdge creates one edge, two vertices, and a loop (face).
- * The loop consists of the two new half-edges.
- */
- public static net.java.games.jogl.impl.tesselator.GLUhalfEdge __gl_meshMakeEdge(net.java.games.jogl.impl.tesselator.GLUmesh mesh) {
- net.java.games.jogl.impl.tesselator.GLUvertex newVertex1 = new net.java.games.jogl.impl.tesselator.GLUvertex();
- net.java.games.jogl.impl.tesselator.GLUvertex newVertex2 = new net.java.games.jogl.impl.tesselator.GLUvertex();
- net.java.games.jogl.impl.tesselator.GLUface newFace = new net.java.games.jogl.impl.tesselator.GLUface();
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e;
-
- e = MakeEdge(mesh.eHead);
- if (e == null) return null;
-
- MakeVertex(newVertex1, e, mesh.vHead);
- MakeVertex(newVertex2, e.Sym, mesh.vHead);
- MakeFace(newFace, e, mesh.fHead);
- return e;
- }
-
-
-/* __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
- * mesh connectivity and topology. It changes the mesh so that
- * eOrg->Onext <- OLD( eDst->Onext )
- * eDst->Onext <- OLD( eOrg->Onext )
- * where OLD(...) means the value before the meshSplice operation.
- *
- * This can have two effects on the vertex structure:
- * - if eOrg->Org != eDst->Org, the two vertices are merged together
- * - if eOrg->Org == eDst->Org, the origin is split into two vertices
- * In both cases, eDst->Org is changed and eOrg->Org is untouched.
- *
- * Similarly (and independently) for the face structure,
- * - if eOrg->Lface == eDst->Lface, one loop is split into two
- * - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
- * In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
- *
- * Some special cases:
- * If eDst == eOrg, the operation has no effect.
- * If eDst == eOrg->Lnext, the new face will have a single edge.
- * If eDst == eOrg->Lprev, the old face will have a single edge.
- * If eDst == eOrg->Onext, the new vertex will have a single edge.
- * If eDst == eOrg->Oprev, the old vertex will have a single edge.
- */
- public static boolean __gl_meshSplice(net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrg, net.java.games.jogl.impl.tesselator.GLUhalfEdge eDst) {
- boolean joiningLoops = false;
- boolean joiningVertices = false;
-
- if (eOrg == eDst) return true;
-
- if (eDst.Org != eOrg.Org) {
- /* We are merging two disjoint vertices -- destroy eDst->Org */
- joiningVertices = true;
- KillVertex(eDst.Org, eOrg.Org);
- }
- if (eDst.Lface != eOrg.Lface) {
- /* We are connecting two disjoint loops -- destroy eDst.Lface */
- joiningLoops = true;
- KillFace(eDst.Lface, eOrg.Lface);
- }
-
- /* Change the edge structure */
- Splice(eDst, eOrg);
-
- if (!joiningVertices) {
- net.java.games.jogl.impl.tesselator.GLUvertex newVertex = new net.java.games.jogl.impl.tesselator.GLUvertex();
-
- /* We split one vertex into two -- the new vertex is eDst.Org.
- * Make sure the old vertex points to a valid half-edge.
- */
- MakeVertex(newVertex, eDst, eOrg.Org);
- eOrg.Org.anEdge = eOrg;
- }
- if (!joiningLoops) {
- net.java.games.jogl.impl.tesselator.GLUface newFace = new net.java.games.jogl.impl.tesselator.GLUface();
-
- /* We split one loop into two -- the new loop is eDst.Lface.
- * Make sure the old face points to a valid half-edge.
- */
- MakeFace(newFace, eDst, eOrg.Lface);
- eOrg.Lface.anEdge = eOrg;
- }
-
- return true;
- }
-
-
-/* __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
- * if (eDel.Lface != eDel.Rface), we join two loops into one; the loop
- * eDel.Lface is deleted. Otherwise, we are splitting one loop into two;
- * the newly created loop will contain eDel.Dst. If the deletion of eDel
- * would create isolated vertices, those are deleted as well.
- *
- * This function could be implemented as two calls to __gl_meshSplice
- * plus a few calls to memFree, but this would allocate and delete
- * unnecessary vertices and faces.
- */
- static boolean __gl_meshDelete(net.java.games.jogl.impl.tesselator.GLUhalfEdge eDel) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eDelSym = eDel.Sym;
- boolean joiningLoops = false;
-
- /* First step: disconnect the origin vertex eDel.Org. We make all
- * changes to get a consistent mesh in this "intermediate" state.
- */
- if (eDel.Lface != eDel.Sym.Lface) {
- /* We are joining two loops into one -- remove the left face */
- joiningLoops = true;
- KillFace(eDel.Lface, eDel.Sym.Lface);
- }
-
- if (eDel.Onext == eDel) {
- KillVertex(eDel.Org, null);
- } else {
- /* Make sure that eDel.Org and eDel.Sym.Lface point to valid half-edges */
- eDel.Sym.Lface.anEdge = eDel.Sym.Lnext;
- eDel.Org.anEdge = eDel.Onext;
-
- Splice(eDel, eDel.Sym.Lnext);
- if (!joiningLoops) {
- net.java.games.jogl.impl.tesselator.GLUface newFace = new net.java.games.jogl.impl.tesselator.GLUface();
-
- /* We are splitting one loop into two -- create a new loop for eDel. */
- MakeFace(newFace, eDel, eDel.Lface);
- }
- }
-
- /* Claim: the mesh is now in a consistent state, except that eDel.Org
- * may have been deleted. Now we disconnect eDel.Dst.
- */
- if (eDelSym.Onext == eDelSym) {
- KillVertex(eDelSym.Org, null);
- KillFace(eDelSym.Lface, null);
- } else {
- /* Make sure that eDel.Dst and eDel.Lface point to valid half-edges */
- eDel.Lface.anEdge = eDelSym.Sym.Lnext;
- eDelSym.Org.anEdge = eDelSym.Onext;
- Splice(eDelSym, eDelSym.Sym.Lnext);
- }
-
- /* Any isolated vertices or faces have already been freed. */
- KillEdge(eDel);
-
- return true;
- }
-
-
- /******************** Other Edge Operations **********************/
-
-/* All these routines can be implemented with the basic edge
- * operations above. They are provided for convenience and efficiency.
- */
-
-
-/* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
- * eNew == eOrg.Lnext, and eNew.Dst is a newly created vertex.
- * eOrg and eNew will have the same left face.
- */
- static net.java.games.jogl.impl.tesselator.GLUhalfEdge __gl_meshAddEdgeVertex(net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrg) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eNewSym;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eNew = MakeEdge(eOrg);
-
- eNewSym = eNew.Sym;
-
- /* Connect the new edge appropriately */
- Splice(eNew, eOrg.Lnext);
-
- /* Set the vertex and face information */
- eNew.Org = eOrg.Sym.Org;
- {
- net.java.games.jogl.impl.tesselator.GLUvertex newVertex = new net.java.games.jogl.impl.tesselator.GLUvertex();
-
- MakeVertex(newVertex, eNewSym, eNew.Org);
- }
- eNew.Lface = eNewSym.Lface = eOrg.Lface;
-
- return eNew;
- }
-
-
-/* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
- * such that eNew == eOrg.Lnext. The new vertex is eOrg.Sym.Org == eNew.Org.
- * eOrg and eNew will have the same left face.
- */
- public static net.java.games.jogl.impl.tesselator.GLUhalfEdge __gl_meshSplitEdge(net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrg) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eNew;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge tempHalfEdge = __gl_meshAddEdgeVertex(eOrg);
-
- eNew = tempHalfEdge.Sym;
-
- /* Disconnect eOrg from eOrg.Sym.Org and connect it to eNew.Org */
- Splice(eOrg.Sym, eOrg.Sym.Sym.Lnext);
- Splice(eOrg.Sym, eNew);
-
- /* Set the vertex and face information */
- eOrg.Sym.Org = eNew.Org;
- eNew.Sym.Org.anEdge = eNew.Sym; /* may have pointed to eOrg.Sym */
- eNew.Sym.Lface = eOrg.Sym.Lface;
- eNew.winding = eOrg.winding; /* copy old winding information */
- eNew.Sym.winding = eOrg.Sym.winding;
-
- return eNew;
- }
-
-
-/* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg.Sym.Org
- * to eDst.Org, and returns the corresponding half-edge eNew.
- * If eOrg.Lface == eDst.Lface, this splits one loop into two,
- * and the newly created loop is eNew.Lface. Otherwise, two disjoint
- * loops are merged into one, and the loop eDst.Lface is destroyed.
- *
- * If (eOrg == eDst), the new face will have only two edges.
- * If (eOrg.Lnext == eDst), the old face is reduced to a single edge.
- * If (eOrg.Lnext.Lnext == eDst), the old face is reduced to two edges.
- */
- static net.java.games.jogl.impl.tesselator.GLUhalfEdge __gl_meshConnect(net.java.games.jogl.impl.tesselator.GLUhalfEdge eOrg, net.java.games.jogl.impl.tesselator.GLUhalfEdge eDst) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eNewSym;
- boolean joiningLoops = false;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eNew = MakeEdge(eOrg);
-
- eNewSym = eNew.Sym;
-
- if (eDst.Lface != eOrg.Lface) {
- /* We are connecting two disjoint loops -- destroy eDst.Lface */
- joiningLoops = true;
- KillFace(eDst.Lface, eOrg.Lface);
- }
-
- /* Connect the new edge appropriately */
- Splice(eNew, eOrg.Lnext);
- Splice(eNewSym, eDst);
-
- /* Set the vertex and face information */
- eNew.Org = eOrg.Sym.Org;
- eNewSym.Org = eDst.Org;
- eNew.Lface = eNewSym.Lface = eOrg.Lface;
-
- /* Make sure the old face points to a valid half-edge */
- eOrg.Lface.anEdge = eNewSym;
-
- if (!joiningLoops) {
- net.java.games.jogl.impl.tesselator.GLUface newFace = new net.java.games.jogl.impl.tesselator.GLUface();
-
- /* We split one loop into two -- the new loop is eNew.Lface */
- MakeFace(newFace, eNew, eOrg.Lface);
- }
- return eNew;
- }
-
-
- /******************** Other Operations **********************/
-
-/* __gl_meshZapFace( fZap ) destroys a face and removes it from the
- * global face list. All edges of fZap will have a null pointer as their
- * left face. Any edges which also have a null pointer as their right face
- * are deleted entirely (along with any isolated vertices this produces).
- * An entire mesh can be deleted by zapping its faces, one at a time,
- * in any order. Zapped faces cannot be used in further mesh operations!
- */
- static void __gl_meshZapFace(net.java.games.jogl.impl.tesselator.GLUface fZap) {
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eStart = fZap.anEdge;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e, eNext, eSym;
- net.java.games.jogl.impl.tesselator.GLUface fPrev, fNext;
-
- /* walk around face, deleting edges whose right face is also null */
- eNext = eStart.Lnext;
- do {
- e = eNext;
- eNext = e.Lnext;
-
- e.Lface = null;
- if (e.Sym.Lface == null) {
- /* delete the edge -- see __gl_MeshDelete above */
-
- if (e.Onext == e) {
- KillVertex(e.Org, null);
- } else {
- /* Make sure that e.Org points to a valid half-edge */
- e.Org.anEdge = e.Onext;
- Splice(e, e.Sym.Lnext);
- }
- eSym = e.Sym;
- if (eSym.Onext == eSym) {
- KillVertex(eSym.Org, null);
- } else {
- /* Make sure that eSym.Org points to a valid half-edge */
- eSym.Org.anEdge = eSym.Onext;
- Splice(eSym, eSym.Sym.Lnext);
- }
- KillEdge(e);
- }
- } while (e != eStart);
-
- /* delete from circular doubly-linked list */
- fPrev = fZap.prev;
- fNext = fZap.next;
- fNext.prev = fPrev;
- fPrev.next = fNext;
- }
-
-
-/* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
- * and no loops (what we usually call a "face").
- */
- public static net.java.games.jogl.impl.tesselator.GLUmesh __gl_meshNewMesh() {
- net.java.games.jogl.impl.tesselator.GLUvertex v;
- net.java.games.jogl.impl.tesselator.GLUface f;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eSym;
- net.java.games.jogl.impl.tesselator.GLUmesh mesh = new net.java.games.jogl.impl.tesselator.GLUmesh();
-
- v = mesh.vHead;
- f = mesh.fHead;
- e = mesh.eHead;
- eSym = mesh.eHeadSym;
-
- v.next = v.prev = v;
- v.anEdge = null;
- v.data = null;
-
- f.next = f.prev = f;
- f.anEdge = null;
- f.data = null;
- f.trail = null;
- f.marked = false;
- f.inside = false;
-
- e.next = e;
- e.Sym = eSym;
- e.Onext = null;
- e.Lnext = null;
- e.Org = null;
- e.Lface = null;
- e.winding = 0;
- e.activeRegion = null;
-
- eSym.next = eSym;
- eSym.Sym = e;
- eSym.Onext = null;
- eSym.Lnext = null;
- eSym.Org = null;
- eSym.Lface = null;
- eSym.winding = 0;
- eSym.activeRegion = null;
-
- return mesh;
- }
-
-
-/* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
- * both meshes, and returns the new mesh (the old meshes are destroyed).
- */
- static net.java.games.jogl.impl.tesselator.GLUmesh __gl_meshUnion(net.java.games.jogl.impl.tesselator.GLUmesh mesh1, net.java.games.jogl.impl.tesselator.GLUmesh mesh2) {
- net.java.games.jogl.impl.tesselator.GLUface f1 = mesh1.fHead;
- net.java.games.jogl.impl.tesselator.GLUvertex v1 = mesh1.vHead;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e1 = mesh1.eHead;
- net.java.games.jogl.impl.tesselator.GLUface f2 = mesh2.fHead;
- net.java.games.jogl.impl.tesselator.GLUvertex v2 = mesh2.vHead;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e2 = mesh2.eHead;
-
- /* Add the faces, vertices, and edges of mesh2 to those of mesh1 */
- if (f2.next != f2) {
- f1.prev.next = f2.next;
- f2.next.prev = f1.prev;
- f2.prev.next = f1;
- f1.prev = f2.prev;
- }
-
- if (v2.next != v2) {
- v1.prev.next = v2.next;
- v2.next.prev = v1.prev;
- v2.prev.next = v1;
- v1.prev = v2.prev;
- }
-
- if (e2.next != e2) {
- e1.Sym.next.Sym.next = e2.next;
- e2.next.Sym.next = e1.Sym.next;
- e2.Sym.next.Sym.next = e1;
- e1.Sym.next = e2.Sym.next;
- }
-
- return mesh1;
- }
-
-
-/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
- */
- static void __gl_meshDeleteMeshZap(net.java.games.jogl.impl.tesselator.GLUmesh mesh) {
- net.java.games.jogl.impl.tesselator.GLUface fHead = mesh.fHead;
-
- while (fHead.next != fHead) {
- __gl_meshZapFace(fHead.next);
- }
- assert (mesh.vHead.next == mesh.vHead);
- }
-
-/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
- */
- public static void __gl_meshDeleteMesh(net.java.games.jogl.impl.tesselator.GLUmesh mesh) {
- net.java.games.jogl.impl.tesselator.GLUface f, fNext;
- net.java.games.jogl.impl.tesselator.GLUvertex v, vNext;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e, eNext;
-
- for (f = mesh.fHead.next; f != mesh.fHead; f = fNext) {
- fNext = f.next;
- }
-
- for (v = mesh.vHead.next; v != mesh.vHead; v = vNext) {
- vNext = v.next;
- }
-
- for (e = mesh.eHead.next; e != mesh.eHead; e = eNext) {
- /* One call frees both e and e.Sym (see EdgePair above) */
- eNext = e.next;
- }
- }
-
-/* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
- */
- public static void __gl_meshCheckMesh(net.java.games.jogl.impl.tesselator.GLUmesh mesh) {
- net.java.games.jogl.impl.tesselator.GLUface fHead = mesh.fHead;
- net.java.games.jogl.impl.tesselator.GLUvertex vHead = mesh.vHead;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge eHead = mesh.eHead;
- net.java.games.jogl.impl.tesselator.GLUface f, fPrev;
- net.java.games.jogl.impl.tesselator.GLUvertex v, vPrev;
- net.java.games.jogl.impl.tesselator.GLUhalfEdge e, ePrev;
-
- fPrev = fHead;
- for (fPrev = fHead; (f = fPrev.next) != fHead; fPrev = f) {
- assert (f.prev == fPrev);
- e = f.anEdge;
- do {
- assert (e.Sym != e);
- assert (e.Sym.Sym == e);
- assert (e.Lnext.Onext.Sym == e);
- assert (e.Onext.Sym.Lnext == e);
- assert (e.Lface == f);
- e = e.Lnext;
- } while (e != f.anEdge);
- }
- assert (f.prev == fPrev && f.anEdge == null && f.data == null);
-
- vPrev = vHead;
- for (vPrev = vHead; (v = vPrev.next) != vHead; vPrev = v) {
- assert (v.prev == vPrev);
- e = v.anEdge;
- do {
- assert (e.Sym != e);
- assert (e.Sym.Sym == e);
- assert (e.Lnext.Onext.Sym == e);
- assert (e.Onext.Sym.Lnext == e);
- assert (e.Org == v);
- e = e.Onext;
- } while (e != v.anEdge);
- }
- assert (v.prev == vPrev && v.anEdge == null && v.data == null);
-
- ePrev = eHead;
- for (ePrev = eHead; (e = ePrev.next) != eHead; ePrev = e) {
- assert (e.Sym.next == ePrev.Sym);
- assert (e.Sym != e);
- assert (e.Sym.Sym == e);
- assert (e.Org != null);
- assert (e.Sym.Org != null);
- assert (e.Lnext.Onext.Sym == e);
- assert (e.Onext.Sym.Lnext == e);
- }
- assert (e.Sym.next == ePrev.Sym
- && e.Sym == mesh.eHeadSym
- && e.Sym.Sym == e
- && e.Org == null && e.Sym.Org == null
- && e.Lface == null && e.Sym.Lface == null);
- }
-}