Home | Info | Community | Development | myReactOS | Contact Us
ReactOS Development > Doxygengeom.c
Go to the documentation of this file.
00001 /* 00002 ** License Applicability. Except to the extent portions of this file are 00003 ** made subject to an alternative license as permitted in the SGI Free 00004 ** Software License B, Version 1.1 (the "License"), the contents of this 00005 ** file are subject only to the provisions of the License. You may not use 00006 ** this file except in compliance with the License. You may obtain a copy 00007 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 00008 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: 00009 ** 00010 ** http://oss.sgi.com/projects/FreeB 00011 ** 00012 ** Note that, as provided in the License, the Software is distributed on an 00013 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS 00014 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND 00015 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A 00016 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. 00017 ** 00018 ** Original Code. The Original Code is: OpenGL Sample Implementation, 00019 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, 00020 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. 00021 ** Copyright in any portions created by third parties is as indicated 00022 ** elsewhere herein. All Rights Reserved. 00023 ** 00024 ** Additional Notice Provisions: The application programming interfaces 00025 ** established by SGI in conjunction with the Original Code are The 00026 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released 00027 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version 00028 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X 00029 ** Window System(R) (Version 1.3), released October 19, 1998. This software 00030 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation 00031 ** published by SGI, but has not been independently verified as being 00032 ** compliant with the OpenGL(R) version 1.2.1 Specification. 00033 ** 00034 */ 00035 /* 00036 ** Author: Eric Veach, July 1994. 00037 ** 00038 ** $Date: 2007-10-19 23:21:45 +0000 (Fri, 19 Oct 2007) $ $Revision: 1.1 $ 00039 ** $Header: /cygdrive/c/RCVS/CVS/ReactOS/reactos/lib/glu32/libtess/geom.c,v 1.1 2004/02/02 16:39:15 navaraf Exp $ 00040 */ 00041 00042 #include "gluos.h" 00043 #include <assert.h> 00044 #include "mesh.h" 00045 #include "geom.h" 00046 00047 int __gl_vertLeq( GLUvertex *u, GLUvertex *v ) 00048 { 00049 /* Returns TRUE if u is lexicographically <= v. */ 00050 00051 return VertLeq( u, v ); 00052 } 00053 00054 GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w ) 00055 { 00056 /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w), 00057 * evaluates the t-coord of the edge uw at the s-coord of the vertex v. 00058 * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v. 00059 * If uw is vertical (and thus passes thru v), the result is zero. 00060 * 00061 * The calculation is extremely accurate and stable, even when v 00062 * is very close to u or w. In particular if we set v->t = 0 and 00063 * let r be the negated result (this evaluates (uw)(v->s)), then 00064 * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t). 00065 */ 00066 GLdouble gapL, gapR; 00067 00068 assert( VertLeq( u, v ) && VertLeq( v, w )); 00069 00070 gapL = v->s - u->s; 00071 gapR = w->s - v->s; 00072 00073 if( gapL + gapR > 0 ) { 00074 if( gapL < gapR ) { 00075 return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR)); 00076 } else { 00077 return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR)); 00078 } 00079 } 00080 /* vertical line */ 00081 return 0; 00082 } 00083 00084 GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w ) 00085 { 00086 /* Returns a number whose sign matches EdgeEval(u,v,w) but which 00087 * is cheaper to evaluate. Returns > 0, == 0 , or < 0 00088 * as v is above, on, or below the edge uw. 00089 */ 00090 GLdouble gapL, gapR; 00091 00092 assert( VertLeq( u, v ) && VertLeq( v, w )); 00093 00094 gapL = v->s - u->s; 00095 gapR = w->s - v->s; 00096 00097 if( gapL + gapR > 0 ) { 00098 return (v->t - w->t) * gapL + (v->t - u->t) * gapR; 00099 } 00100 /* vertical line */ 00101 return 0; 00102 } 00103 00104 00105 /*********************************************************************** 00106 * Define versions of EdgeSign, EdgeEval with s and t transposed. 00107 */ 00108 00109 GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w ) 00110 { 00111 /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w), 00112 * evaluates the t-coord of the edge uw at the s-coord of the vertex v. 00113 * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v. 00114 * If uw is vertical (and thus passes thru v), the result is zero. 00115 * 00116 * The calculation is extremely accurate and stable, even when v 00117 * is very close to u or w. In particular if we set v->s = 0 and 00118 * let r be the negated result (this evaluates (uw)(v->t)), then 00119 * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s). 00120 */ 00121 GLdouble gapL, gapR; 00122 00123 assert( TransLeq( u, v ) && TransLeq( v, w )); 00124 00125 gapL = v->t - u->t; 00126 gapR = w->t - v->t; 00127 00128 if( gapL + gapR > 0 ) { 00129 if( gapL < gapR ) { 00130 return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR)); 00131 } else { 00132 return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR)); 00133 } 00134 } 00135 /* vertical line */ 00136 return 0; 00137 } 00138 00139 GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w ) 00140 { 00141 /* Returns a number whose sign matches TransEval(u,v,w) but which 00142 * is cheaper to evaluate. Returns > 0, == 0 , or < 0 00143 * as v is above, on, or below the edge uw. 00144 */ 00145 GLdouble gapL, gapR; 00146 00147 assert( TransLeq( u, v ) && TransLeq( v, w )); 00148 00149 gapL = v->t - u->t; 00150 gapR = w->t - v->t; 00151 00152 if( gapL + gapR > 0 ) { 00153 return (v->s - w->s) * gapL + (v->s - u->s) * gapR; 00154 } 00155 /* vertical line */ 00156 return 0; 00157 } 00158 00159 00160 int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w ) 00161 { 00162 /* For almost-degenerate situations, the results are not reliable. 00163 * Unless the floating-point arithmetic can be performed without 00164 * rounding errors, *any* implementation will give incorrect results 00165 * on some degenerate inputs, so the client must have some way to 00166 * handle this situation. 00167 */ 00168 return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0; 00169 } 00170 00171 /* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b), 00172 * or (x+y)/2 if a==b==0. It requires that a,b >= 0, and enforces 00173 * this in the rare case that one argument is slightly negative. 00174 * The implementation is extremely stable numerically. 00175 * In particular it guarantees that the result r satisfies 00176 * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate 00177 * even when a and b differ greatly in magnitude. 00178 */ 00179 #define RealInterpolate(a,x,b,y) \ 00180 (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b, \ 00181 ((a <= b) ? ((b == 0) ? ((x+y) / 2) \ 00182 : (x + (y-x) * (a/(a+b)))) \ 00183 : (y + (x-y) * (b/(a+b))))) 00184 00185 #ifndef FOR_TRITE_TEST_PROGRAM 00186 #define Interpolate(a,x,b,y) RealInterpolate(a,x,b,y) 00187 #else 00188 00189 /* Claim: the ONLY property the sweep algorithm relies on is that 00190 * MIN(x,y) <= r <= MAX(x,y). This is a nasty way to test that. 00191 */ 00192 #include <stdlib.h> 00193 extern int RandomInterpolate; 00194 00195 GLdouble Interpolate( GLdouble a, GLdouble x, GLdouble b, GLdouble y) 00196 { 00197 printf("*********************%d\n",RandomInterpolate); 00198 if( RandomInterpolate ) { 00199 a = 1.2 * drand48() - 0.1; 00200 a = (a < 0) ? 0 : ((a > 1) ? 1 : a); 00201 b = 1.0 - a; 00202 } 00203 return RealInterpolate(a,x,b,y); 00204 } 00205 00206 #endif 00207 00208 #define Swap(a,b) if (1) { GLUvertex *t = a; a = b; b = t; } else 00209 00210 void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1, 00211 GLUvertex *o2, GLUvertex *d2, 00212 GLUvertex *v ) 00213 /* Given edges (o1,d1) and (o2,d2), compute their point of intersection. 00214 * The computed point is guaranteed to lie in the intersection of the 00215 * bounding rectangles defined by each edge. 00216 */ 00217 { 00218 GLdouble z1, z2; 00219 00220 /* This is certainly not the most efficient way to find the intersection 00221 * of two line segments, but it is very numerically stable. 00222 * 00223 * Strategy: find the two middle vertices in the VertLeq ordering, 00224 * and interpolate the intersection s-value from these. Then repeat 00225 * using the TransLeq ordering to find the intersection t-value. 00226 */ 00227 00228 if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); } 00229 if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); } 00230 if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); } 00231 00232 if( ! VertLeq( o2, d1 )) { 00233 /* Technically, no intersection -- do our best */ 00234 v->s = (o2->s + d1->s) / 2; 00235 } else if( VertLeq( d1, d2 )) { 00236 /* Interpolate between o2 and d1 */ 00237 z1 = EdgeEval( o1, o2, d1 ); 00238 z2 = EdgeEval( o2, d1, d2 ); 00239 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; } 00240 v->s = Interpolate( z1, o2->s, z2, d1->s ); 00241 } else { 00242 /* Interpolate between o2 and d2 */ 00243 z1 = EdgeSign( o1, o2, d1 ); 00244 z2 = -EdgeSign( o1, d2, d1 ); 00245 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; } 00246 v->s = Interpolate( z1, o2->s, z2, d2->s ); 00247 } 00248 00249 /* Now repeat the process for t */ 00250 00251 if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); } 00252 if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); } 00253 if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); } 00254 00255 if( ! TransLeq( o2, d1 )) { 00256 /* Technically, no intersection -- do our best */ 00257 v->t = (o2->t + d1->t) / 2; 00258 } else if( TransLeq( d1, d2 )) { 00259 /* Interpolate between o2 and d1 */ 00260 z1 = TransEval( o1, o2, d1 ); 00261 z2 = TransEval( o2, d1, d2 ); 00262 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; } 00263 v->t = Interpolate( z1, o2->t, z2, d1->t ); 00264 } else { 00265 /* Interpolate between o2 and d2 */ 00266 z1 = TransSign( o1, o2, d1 ); 00267 z2 = -TransSign( o1, d2, d1 ); 00268 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; } 00269 v->t = Interpolate( z1, o2->t, z2, d2->t ); 00270 } 00271 } Generated on Fri May 25 2012 04:21:58 for ReactOS by
1.7.6.1
|