/* * 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 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 com.sun.opengl.impl.tessellator.GLUhalfEdge MakeEdge(com.sun.opengl.impl.tessellator.GLUhalfEdge eNext) { com.sun.opengl.impl.tessellator.GLUhalfEdge e; com.sun.opengl.impl.tessellator.GLUhalfEdge eSym; com.sun.opengl.impl.tessellator.GLUhalfEdge ePrev; // EdgePair * pair = (EdgePair *) // memAlloc(sizeof(EdgePair)); // if (pair == NULL) return NULL; // // e = &pair - > e; e = new com.sun.opengl.impl.tessellator.GLUhalfEdge(true); // eSym = &pair - > eSym; eSym = new com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUhalfEdge a, com.sun.opengl.impl.tessellator.GLUhalfEdge b) { com.sun.opengl.impl.tessellator.GLUhalfEdge aOnext = a.Onext; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUvertex newVertex, com.sun.opengl.impl.tessellator.GLUhalfEdge eOrig, com.sun.opengl.impl.tessellator.GLUvertex vNext) { com.sun.opengl.impl.tessellator.GLUhalfEdge e; com.sun.opengl.impl.tessellator.GLUvertex vPrev; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUface newFace, com.sun.opengl.impl.tessellator.GLUhalfEdge eOrig, com.sun.opengl.impl.tessellator.GLUface fNext) { com.sun.opengl.impl.tessellator.GLUhalfEdge e; com.sun.opengl.impl.tessellator.GLUface fPrev; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUhalfEdge eDel) { com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUvertex vDel, com.sun.opengl.impl.tessellator.GLUvertex newOrg) { com.sun.opengl.impl.tessellator.GLUhalfEdge e, eStart = vDel.anEdge; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUface fDel, com.sun.opengl.impl.tessellator.GLUface newLface) { com.sun.opengl.impl.tessellator.GLUhalfEdge e, eStart = fDel.anEdge; com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUhalfEdge __gl_meshMakeEdge(com.sun.opengl.impl.tessellator.GLUmesh mesh) { com.sun.opengl.impl.tessellator.GLUvertex newVertex1 = new com.sun.opengl.impl.tessellator.GLUvertex(); com.sun.opengl.impl.tessellator.GLUvertex newVertex2 = new com.sun.opengl.impl.tessellator.GLUvertex(); com.sun.opengl.impl.tessellator.GLUface newFace = new com.sun.opengl.impl.tessellator.GLUface(); com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUhalfEdge eOrg, com.sun.opengl.impl.tessellator.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) { com.sun.opengl.impl.tessellator.GLUvertex newVertex = new com.sun.opengl.impl.tessellator.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) { com.sun.opengl.impl.tessellator.GLUface newFace = new com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUhalfEdge eDel) { com.sun.opengl.impl.tessellator.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) { com.sun.opengl.impl.tessellator.GLUface newFace = new com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUhalfEdge __gl_meshAddEdgeVertex(com.sun.opengl.impl.tessellator.GLUhalfEdge eOrg) { com.sun.opengl.impl.tessellator.GLUhalfEdge eNewSym; com.sun.opengl.impl.tessellator.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; { com.sun.opengl.impl.tessellator.GLUvertex newVertex = new com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUhalfEdge __gl_meshSplitEdge(com.sun.opengl.impl.tessellator.GLUhalfEdge eOrg) { com.sun.opengl.impl.tessellator.GLUhalfEdge eNew; com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUhalfEdge __gl_meshConnect(com.sun.opengl.impl.tessellator.GLUhalfEdge eOrg, com.sun.opengl.impl.tessellator.GLUhalfEdge eDst) { com.sun.opengl.impl.tessellator.GLUhalfEdge eNewSym; boolean joiningLoops = false; com.sun.opengl.impl.tessellator.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) { com.sun.opengl.impl.tessellator.GLUface newFace = new com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUface fZap) { com.sun.opengl.impl.tessellator.GLUhalfEdge eStart = fZap.anEdge; com.sun.opengl.impl.tessellator.GLUhalfEdge e, eNext, eSym; com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUmesh __gl_meshNewMesh() { com.sun.opengl.impl.tessellator.GLUvertex v; com.sun.opengl.impl.tessellator.GLUface f; com.sun.opengl.impl.tessellator.GLUhalfEdge e; com.sun.opengl.impl.tessellator.GLUhalfEdge eSym; com.sun.opengl.impl.tessellator.GLUmesh mesh = new com.sun.opengl.impl.tessellator.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 com.sun.opengl.impl.tessellator.GLUmesh __gl_meshUnion(com.sun.opengl.impl.tessellator.GLUmesh mesh1, com.sun.opengl.impl.tessellator.GLUmesh mesh2) { com.sun.opengl.impl.tessellator.GLUface f1 = mesh1.fHead; com.sun.opengl.impl.tessellator.GLUvertex v1 = mesh1.vHead; com.sun.opengl.impl.tessellator.GLUhalfEdge e1 = mesh1.eHead; com.sun.opengl.impl.tessellator.GLUface f2 = mesh2.fHead; com.sun.opengl.impl.tessellator.GLUvertex v2 = mesh2.vHead; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUmesh mesh) { com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUmesh mesh) { com.sun.opengl.impl.tessellator.GLUface f, fNext; com.sun.opengl.impl.tessellator.GLUvertex v, vNext; com.sun.opengl.impl.tessellator.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(com.sun.opengl.impl.tessellator.GLUmesh mesh) { com.sun.opengl.impl.tessellator.GLUface fHead = mesh.fHead; com.sun.opengl.impl.tessellator.GLUvertex vHead = mesh.vHead; com.sun.opengl.impl.tessellator.GLUhalfEdge eHead = mesh.eHead; com.sun.opengl.impl.tessellator.GLUface f, fPrev; com.sun.opengl.impl.tessellator.GLUvertex v, vPrev; com.sun.opengl.impl.tessellator.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); } }