1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
|
/*
* 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);
}
}
|