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Diffstat (limited to 'src/net/java/games/jogl/impl/tesselator/Mesh.java')
-rw-r--r-- | src/net/java/games/jogl/impl/tesselator/Mesh.java | 724 |
1 files changed, 0 insertions, 724 deletions
diff --git a/src/net/java/games/jogl/impl/tesselator/Mesh.java b/src/net/java/games/jogl/impl/tesselator/Mesh.java deleted file mode 100644 index 4eee1f8ac..000000000 --- a/src/net/java/games/jogl/impl/tesselator/Mesh.java +++ /dev/null @@ -1,724 +0,0 @@ -/* -* 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); - } -} |