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authorKonstantin Käfer <mail@kkaefer.com>2014-02-17 12:45:57 +0100
committerKonstantin Käfer <mail@kkaefer.com>2014-02-17 12:45:57 +0100
commitb087c35c98ba31cd0e27d15a6c61d18664bc981a (patch)
tree0466a2ad436efcd6c641f0cbd64472a630129067 /src/libtess2/tess.c
parentd1910f0e040e97b36f0f8b12035a63f628279595 (diff)
downloadqtlocation-mapboxgl-b087c35c98ba31cd0e27d15a6c61d18664bc981a.tar.gz
add tessellation library
Diffstat (limited to 'src/libtess2/tess.c')
-rwxr-xr-xsrc/libtess2/tess.c968
1 files changed, 968 insertions, 0 deletions
diff --git a/src/libtess2/tess.c b/src/libtess2/tess.c
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+/*
+** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
+** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
+** All Rights Reserved.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a copy
+** of this software and associated documentation files (the "Software"), to deal
+** in the Software without restriction, including without limitation the rights
+** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+** of the Software, and to permit persons to whom the Software is furnished to do so,
+** subject to the following conditions:
+**
+** The above copyright notice including the dates of first publication and either this
+** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
+** included in all copies or substantial portions of the Software.
+**
+** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
+** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
+** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
+** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
+** OR OTHER DEALINGS IN THE SOFTWARE.
+**
+** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
+** be used in advertising or otherwise to promote the sale, use or other dealings in
+** this Software without prior written authorization from Silicon Graphics, Inc.
+*/
+/*
+** Author: Eric Veach, July 1994.
+*/
+
+#include <stddef.h>
+#include <assert.h>
+#include <setjmp.h>
+#include "bucketalloc.h"
+#include "tess.h"
+#include "mesh.h"
+#include "sweep.h"
+#include "geom.h"
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+#define TRUE 1
+#define FALSE 0
+
+#define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
+
+static void Normalize( TESSreal v[3] )
+{
+ TESSreal len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+
+ assert( len > 0 );
+ len = sqrtf( len );
+ v[0] /= len;
+ v[1] /= len;
+ v[2] /= len;
+}
+
+#define ABS(x) ((x) < 0 ? -(x) : (x))
+
+static int LongAxis( TESSreal v[3] )
+{
+ int i = 0;
+
+ if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
+ if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
+ return i;
+}
+
+static void ComputeNormal( TESStesselator *tess, TESSreal norm[3] )
+{
+ TESSvertex *v, *v1, *v2;
+ TESSreal c, tLen2, maxLen2;
+ TESSreal maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
+ TESSvertex *maxVert[3], *minVert[3];
+ TESSvertex *vHead = &tess->mesh->vHead;
+ int i;
+
+ v = vHead->next;
+ for( i = 0; i < 3; ++i ) {
+ c = v->coords[i];
+ minVal[i] = c;
+ minVert[i] = v;
+ maxVal[i] = c;
+ maxVert[i] = v;
+ }
+
+ for( v = vHead->next; v != vHead; v = v->next ) {
+ for( i = 0; i < 3; ++i ) {
+ c = v->coords[i];
+ if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
+ if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
+ }
+ }
+
+ /* Find two vertices separated by at least 1/sqrt(3) of the maximum
+ * distance between any two vertices
+ */
+ i = 0;
+ if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
+ if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
+ if( minVal[i] >= maxVal[i] ) {
+ /* All vertices are the same -- normal doesn't matter */
+ norm[0] = 0; norm[1] = 0; norm[2] = 1;
+ return;
+ }
+
+ /* Look for a third vertex which forms the triangle with maximum area
+ * (Length of normal == twice the triangle area)
+ */
+ maxLen2 = 0;
+ v1 = minVert[i];
+ v2 = maxVert[i];
+ d1[0] = v1->coords[0] - v2->coords[0];
+ d1[1] = v1->coords[1] - v2->coords[1];
+ d1[2] = v1->coords[2] - v2->coords[2];
+ for( v = vHead->next; v != vHead; v = v->next ) {
+ d2[0] = v->coords[0] - v2->coords[0];
+ d2[1] = v->coords[1] - v2->coords[1];
+ d2[2] = v->coords[2] - v2->coords[2];
+ tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
+ tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
+ tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
+ tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
+ if( tLen2 > maxLen2 ) {
+ maxLen2 = tLen2;
+ norm[0] = tNorm[0];
+ norm[1] = tNorm[1];
+ norm[2] = tNorm[2];
+ }
+ }
+
+ if( maxLen2 <= 0 ) {
+ /* All points lie on a single line -- any decent normal will do */
+ norm[0] = norm[1] = norm[2] = 0;
+ norm[LongAxis(d1)] = 1;
+ }
+}
+
+
+static void CheckOrientation( TESStesselator *tess )
+{
+ TESSreal area;
+ TESSface *f, *fHead = &tess->mesh->fHead;
+ TESSvertex *v, *vHead = &tess->mesh->vHead;
+ TESShalfEdge *e;
+
+ /* When we compute the normal automatically, we choose the orientation
+ * so that the the sum of the signed areas of all contours is non-negative.
+ */
+ area = 0;
+ for( f = fHead->next; f != fHead; f = f->next ) {
+ e = f->anEdge;
+ if( e->winding <= 0 ) continue;
+ do {
+ area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
+ e = e->Lnext;
+ } while( e != f->anEdge );
+ }
+ if( area < 0 ) {
+ /* Reverse the orientation by flipping all the t-coordinates */
+ for( v = vHead->next; v != vHead; v = v->next ) {
+ v->t = - v->t;
+ }
+ tess->tUnit[0] = - tess->tUnit[0];
+ tess->tUnit[1] = - tess->tUnit[1];
+ tess->tUnit[2] = - tess->tUnit[2];
+ }
+}
+
+#ifdef FOR_TRITE_TEST_PROGRAM
+#include <stdlib.h>
+extern int RandomSweep;
+#define S_UNIT_X (RandomSweep ? (2*drand48()-1) : 1.0)
+#define S_UNIT_Y (RandomSweep ? (2*drand48()-1) : 0.0)
+#else
+#if defined(SLANTED_SWEEP)
+/* The "feature merging" is not intended to be complete. There are
+* special cases where edges are nearly parallel to the sweep line
+* which are not implemented. The algorithm should still behave
+* robustly (ie. produce a reasonable tesselation) in the presence
+* of such edges, however it may miss features which could have been
+* merged. We could minimize this effect by choosing the sweep line
+* direction to be something unusual (ie. not parallel to one of the
+* coordinate axes).
+*/
+#define S_UNIT_X (TESSreal)0.50941539564955385 /* Pre-normalized */
+#define S_UNIT_Y (TESSreal)0.86052074622010633
+#else
+#define S_UNIT_X (TESSreal)1.0
+#define S_UNIT_Y (TESSreal)0.0
+#endif
+#endif
+
+/* Determine the polygon normal and project vertices onto the plane
+* of the polygon.
+*/
+void tessProjectPolygon( TESStesselator *tess )
+{
+ TESSvertex *v, *vHead = &tess->mesh->vHead;
+ TESSreal norm[3];
+ TESSreal *sUnit, *tUnit;
+ int i, first, computedNormal = FALSE;
+
+ norm[0] = tess->normal[0];
+ norm[1] = tess->normal[1];
+ norm[2] = tess->normal[2];
+ if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
+ ComputeNormal( tess, norm );
+ computedNormal = TRUE;
+ }
+ sUnit = tess->sUnit;
+ tUnit = tess->tUnit;
+ i = LongAxis( norm );
+
+#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
+ /* Choose the initial sUnit vector to be approximately perpendicular
+ * to the normal.
+ */
+ Normalize( norm );
+
+ sUnit[i] = 0;
+ sUnit[(i+1)%3] = S_UNIT_X;
+ sUnit[(i+2)%3] = S_UNIT_Y;
+
+ /* Now make it exactly perpendicular */
+ w = Dot( sUnit, norm );
+ sUnit[0] -= w * norm[0];
+ sUnit[1] -= w * norm[1];
+ sUnit[2] -= w * norm[2];
+ Normalize( sUnit );
+
+ /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
+ tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
+ tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
+ tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
+ Normalize( tUnit );
+#else
+ /* Project perpendicular to a coordinate axis -- better numerically */
+ sUnit[i] = 0;
+ sUnit[(i+1)%3] = S_UNIT_X;
+ sUnit[(i+2)%3] = S_UNIT_Y;
+
+ tUnit[i] = 0;
+ tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
+ tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
+#endif
+
+ /* Project the vertices onto the sweep plane */
+ for( v = vHead->next; v != vHead; v = v->next )
+ {
+ v->s = Dot( v->coords, sUnit );
+ v->t = Dot( v->coords, tUnit );
+ }
+ if( computedNormal ) {
+ CheckOrientation( tess );
+ }
+
+ /* Compute ST bounds. */
+ first = 1;
+ for( v = vHead->next; v != vHead; v = v->next )
+ {
+ if (first)
+ {
+ tess->bmin[0] = tess->bmax[0] = v->s;
+ tess->bmin[1] = tess->bmax[1] = v->t;
+ first = 0;
+ }
+ else
+ {
+ if (v->s < tess->bmin[0]) tess->bmin[0] = v->s;
+ if (v->s > tess->bmax[0]) tess->bmax[0] = v->s;
+ if (v->t < tess->bmin[1]) tess->bmin[1] = v->t;
+ if (v->t > tess->bmax[1]) tess->bmax[1] = v->t;
+ }
+ }
+}
+
+#define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
+ eDst->Sym->winding += eSrc->Sym->winding)
+
+/* tessMeshTessellateMonoRegion( face ) tessellates a monotone region
+* (what else would it do??) The region must consist of a single
+* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
+* case means that any vertical line intersects the interior of the
+* region in a single interval.
+*
+* Tessellation consists of adding interior edges (actually pairs of
+* half-edges), to split the region into non-overlapping triangles.
+*
+* The basic idea is explained in Preparata and Shamos (which I don''t
+* have handy right now), although their implementation is more
+* complicated than this one. The are two edge chains, an upper chain
+* and a lower chain. We process all vertices from both chains in order,
+* from right to left.
+*
+* The algorithm ensures that the following invariant holds after each
+* vertex is processed: the untessellated region consists of two
+* chains, where one chain (say the upper) is a single edge, and
+* the other chain is concave. The left vertex of the single edge
+* is always to the left of all vertices in the concave chain.
+*
+* Each step consists of adding the rightmost unprocessed vertex to one
+* of the two chains, and forming a fan of triangles from the rightmost
+* of two chain endpoints. Determining whether we can add each triangle
+* to the fan is a simple orientation test. By making the fan as large
+* as possible, we restore the invariant (check it yourself).
+*/
+int tessMeshTessellateMonoRegion( TESSmesh *mesh, TESSface *face )
+{
+ TESShalfEdge *up, *lo;
+
+ /* All edges are oriented CCW around the boundary of the region.
+ * First, find the half-edge whose origin vertex is rightmost.
+ * Since the sweep goes from left to right, face->anEdge should
+ * be close to the edge we want.
+ */
+ up = face->anEdge;
+ assert( up->Lnext != up && up->Lnext->Lnext != up );
+
+ for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
+ ;
+ for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
+ ;
+ lo = up->Lprev;
+
+ while( up->Lnext != lo ) {
+ if( VertLeq( up->Dst, lo->Org )) {
+ /* up->Dst is on the left. It is safe to form triangles from lo->Org.
+ * The EdgeGoesLeft test guarantees progress even when some triangles
+ * are CW, given that the upper and lower chains are truly monotone.
+ */
+ while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
+ || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
+ TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
+ if (tempHalfEdge == NULL) return 0;
+ lo = tempHalfEdge->Sym;
+ }
+ lo = lo->Lprev;
+ } else {
+ /* lo->Org is on the left. We can make CCW triangles from up->Dst. */
+ while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
+ || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
+ TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, up, up->Lprev );
+ if (tempHalfEdge == NULL) return 0;
+ up = tempHalfEdge->Sym;
+ }
+ up = up->Lnext;
+ }
+ }
+
+ /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
+ * can be tessellated in a fan from this leftmost vertex.
+ */
+ assert( lo->Lnext != up );
+ while( lo->Lnext->Lnext != up ) {
+ TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
+ if (tempHalfEdge == NULL) return 0;
+ lo = tempHalfEdge->Sym;
+ }
+
+ return 1;
+}
+
+
+/* tessMeshTessellateInterior( mesh ) tessellates each region of
+* the mesh which is marked "inside" the polygon. Each such region
+* must be monotone.
+*/
+int tessMeshTessellateInterior( TESSmesh *mesh )
+{
+ TESSface *f, *next;
+
+ /*LINTED*/
+ for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
+ /* Make sure we don''t try to tessellate the new triangles. */
+ next = f->next;
+ if( f->inside ) {
+ if ( !tessMeshTessellateMonoRegion( mesh, f ) ) return 0;
+ }
+ }
+
+ return 1;
+}
+
+
+/* tessMeshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
+* which are not marked "inside" the polygon. Since further mesh operations
+* on NULL faces are not allowed, the main purpose is to clean up the
+* mesh so that exterior loops are not represented in the data structure.
+*/
+void tessMeshDiscardExterior( TESSmesh *mesh )
+{
+ TESSface *f, *next;
+
+ /*LINTED*/
+ for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
+ /* Since f will be destroyed, save its next pointer. */
+ next = f->next;
+ if( ! f->inside ) {
+ tessMeshZapFace( mesh, f );
+ }
+ }
+}
+
+/* tessMeshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
+* winding numbers on all edges so that regions marked "inside" the
+* polygon have a winding number of "value", and regions outside
+* have a winding number of 0.
+*
+* If keepOnlyBoundary is TRUE, it also deletes all edges which do not
+* separate an interior region from an exterior one.
+*/
+int tessMeshSetWindingNumber( TESSmesh *mesh, int value,
+ int keepOnlyBoundary )
+{
+ TESShalfEdge *e, *eNext;
+
+ for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
+ eNext = e->next;
+ if( e->Rface->inside != e->Lface->inside ) {
+
+ /* This is a boundary edge (one side is interior, one is exterior). */
+ e->winding = (e->Lface->inside) ? value : -value;
+ } else {
+
+ /* Both regions are interior, or both are exterior. */
+ if( ! keepOnlyBoundary ) {
+ e->winding = 0;
+ } else {
+ if ( !tessMeshDelete( mesh, e ) ) return 0;
+ }
+ }
+ }
+ return 1;
+}
+
+void* heapAlloc( void* userData, unsigned int size )
+{
+ return malloc( size );
+}
+
+void* heapRealloc( void *userData, void* ptr, unsigned int size )
+{
+ return realloc( ptr, size );
+}
+
+void heapFree( void* userData, void* ptr )
+{
+ free( ptr );
+}
+
+static TESSalloc defaulAlloc =
+{
+ heapAlloc,
+ heapRealloc,
+ heapFree,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+};
+
+TESStesselator* tessNewTess( TESSalloc* alloc )
+{
+ TESStesselator* tess;
+
+ if (alloc == NULL)
+ alloc = &defaulAlloc;
+
+ /* Only initialize fields which can be changed by the api. Other fields
+ * are initialized where they are used.
+ */
+
+ tess = (TESStesselator *)alloc->memalloc( alloc->userData, sizeof( TESStesselator ));
+ if ( tess == NULL ) {
+ return 0; /* out of memory */
+ }
+ tess->alloc = *alloc;
+ /* Check and set defaults. */
+ if (tess->alloc.meshEdgeBucketSize == 0)
+ tess->alloc.meshEdgeBucketSize = 512;
+ if (tess->alloc.meshVertexBucketSize == 0)
+ tess->alloc.meshVertexBucketSize = 512;
+ if (tess->alloc.meshFaceBucketSize == 0)
+ tess->alloc.meshFaceBucketSize = 256;
+ if (tess->alloc.dictNodeBucketSize == 0)
+ tess->alloc.dictNodeBucketSize = 512;
+ if (tess->alloc.regionBucketSize == 0)
+ tess->alloc.regionBucketSize = 256;
+
+ tess->normal[0] = 0;
+ tess->normal[1] = 0;
+ tess->normal[2] = 0;
+
+ tess->bmin[0] = 0;
+ tess->bmin[1] = 0;
+ tess->bmax[0] = 0;
+ tess->bmax[1] = 0;
+
+ tess->windingRule = TESS_WINDING_ODD;
+
+ if (tess->alloc.regionBucketSize < 16)
+ tess->alloc.regionBucketSize = 16;
+ if (tess->alloc.regionBucketSize > 4096)
+ tess->alloc.regionBucketSize = 4096;
+ tess->regionPool = createBucketAlloc( &tess->alloc, "Regions",
+ sizeof(ActiveRegion), tess->alloc.regionBucketSize );
+
+ // Initialize to begin polygon.
+ tess->mesh = NULL;
+
+ tess->outOfMemory = 0;
+ tess->vertexIndexCounter = 0;
+
+ tess->vertices = 0;
+ tess->vertexIndices = 0;
+ tess->vertexCount = 0;
+ tess->elements = 0;
+ tess->elementCount = 0;
+
+ return tess;
+}
+
+void tessDeleteTess( TESStesselator *tess )
+{
+
+ struct TESSalloc alloc = tess->alloc;
+
+ deleteBucketAlloc( tess->regionPool );
+
+ if( tess->mesh != NULL ) {
+ tessMeshDeleteMesh( &alloc, tess->mesh );
+ tess->mesh = NULL;
+ }
+ if (tess->vertices != NULL) {
+ alloc.memfree( alloc.userData, tess->vertices );
+ tess->vertices = 0;
+ }
+ if (tess->vertexIndices != NULL) {
+ alloc.memfree( alloc.userData, tess->vertexIndices );
+ tess->vertexIndices = 0;
+ }
+ if (tess->elements != NULL) {
+ alloc.memfree( alloc.userData, tess->elements );
+ tess->elements = 0;
+ }
+
+ alloc.memfree( alloc.userData, tess );
+}
+
+
+static TESSindex GetNeighbourFace(TESShalfEdge* edge)
+{
+ if (!edge->Rface)
+ return TESS_UNDEF;
+ if (!edge->Rface->inside)
+ return TESS_UNDEF;
+ return edge->Rface->n;
+}
+
+void OutputPolymesh( TESStesselator *tess, TESSmesh *mesh, int elementType, int polySize, int vertexSize )
+{
+ TESSvertex* v = 0;
+ TESSface* f = 0;
+ TESShalfEdge* edge = 0;
+ int maxFaceCount = 0;
+ int maxVertexCount = 0;
+ int faceVerts, i;
+ TESSindex *elements = 0;
+ TESSreal *vert;
+
+ // Assume that the input data is triangles now.
+ // Try to merge as many polygons as possible
+ if (polySize > 3)
+ {
+ if (!tessMeshMergeConvexFaces( mesh, polySize ))
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+ }
+
+ // Mark unused
+ for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
+ v->n = TESS_UNDEF;
+
+ // Create unique IDs for all vertices and faces.
+ for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
+ {
+ f->n = TESS_UNDEF;
+ if( !f->inside ) continue;
+
+ edge = f->anEdge;
+ faceVerts = 0;
+ do
+ {
+ v = edge->Org;
+ if ( v->n == TESS_UNDEF )
+ {
+ v->n = maxVertexCount;
+ maxVertexCount++;
+ }
+ faceVerts++;
+ edge = edge->Lnext;
+ }
+ while (edge != f->anEdge);
+
+ assert( faceVerts <= polySize );
+
+ f->n = maxFaceCount;
+ ++maxFaceCount;
+ }
+
+ tess->elementCount = maxFaceCount;
+ if (elementType == TESS_CONNECTED_POLYGONS)
+ maxFaceCount *= 2;
+ tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSindex) * maxFaceCount * polySize );
+ if (!tess->elements)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ tess->vertexCount = maxVertexCount;
+ tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSreal) * tess->vertexCount * vertexSize );
+ if (!tess->vertices)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSindex) * tess->vertexCount );
+ if (!tess->vertexIndices)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ // Output vertices.
+ for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
+ {
+ if ( v->n != TESS_UNDEF )
+ {
+ // Store coordinate
+ vert = &tess->vertices[v->n*vertexSize];
+ vert[0] = v->coords[0];
+ vert[1] = v->coords[1];
+ if ( vertexSize > 2 )
+ vert[2] = v->coords[2];
+ // Store vertex index.
+ tess->vertexIndices[v->n] = v->idx;
+ }
+ }
+
+ // Output indices.
+ elements = tess->elements;
+ for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
+ {
+ if ( !f->inside ) continue;
+
+ // Store polygon
+ edge = f->anEdge;
+ faceVerts = 0;
+ do
+ {
+ v = edge->Org;
+ *elements++ = v->n;
+ faceVerts++;
+ edge = edge->Lnext;
+ }
+ while (edge != f->anEdge);
+ // Fill unused.
+ for (i = faceVerts; i < polySize; ++i)
+ *elements++ = TESS_UNDEF;
+
+ // Store polygon connectivity
+ if ( elementType == TESS_CONNECTED_POLYGONS )
+ {
+ edge = f->anEdge;
+ do
+ {
+ *elements++ = GetNeighbourFace( edge );
+ edge = edge->Lnext;
+ }
+ while (edge != f->anEdge);
+ // Fill unused.
+ for (i = faceVerts; i < polySize; ++i)
+ *elements++ = TESS_UNDEF;
+ }
+ }
+}
+
+void OutputContours( TESStesselator *tess, TESSmesh *mesh, int vertexSize )
+{
+ TESSface *f = 0;
+ TESShalfEdge *edge = 0;
+ TESShalfEdge *start = 0;
+ TESSreal *verts = 0;
+ TESSindex *elements = 0;
+ TESSindex *vertInds = 0;
+ int startVert = 0;
+ int vertCount = 0;
+
+ tess->vertexCount = 0;
+ tess->elementCount = 0;
+
+ for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
+ {
+ if ( !f->inside ) continue;
+
+ start = edge = f->anEdge;
+ do
+ {
+ ++tess->vertexCount;
+ edge = edge->Lnext;
+ }
+ while ( edge != start );
+
+ ++tess->elementCount;
+ }
+
+ tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSindex) * tess->elementCount * 2 );
+ if (!tess->elements)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSreal) * tess->vertexCount * vertexSize );
+ if (!tess->vertices)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
+ sizeof(TESSindex) * tess->vertexCount );
+ if (!tess->vertexIndices)
+ {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ verts = tess->vertices;
+ elements = tess->elements;
+ vertInds = tess->vertexIndices;
+
+ startVert = 0;
+
+ for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
+ {
+ if ( !f->inside ) continue;
+
+ vertCount = 0;
+ start = edge = f->anEdge;
+ do
+ {
+ *verts++ = edge->Org->coords[0];
+ *verts++ = edge->Org->coords[1];
+ if ( vertexSize > 2 )
+ *verts++ = edge->Org->coords[2];
+ *vertInds++ = edge->Org->idx;
+ ++vertCount;
+ edge = edge->Lnext;
+ }
+ while ( edge != start );
+
+ elements[0] = startVert;
+ elements[1] = vertCount;
+ elements += 2;
+
+ startVert += vertCount;
+ }
+}
+
+void tessAddContour( TESStesselator *tess, int size, const void* vertices,
+ int stride, int numVertices )
+{
+ const unsigned char *src = (const unsigned char*)vertices;
+ TESShalfEdge *e;
+ int i;
+
+ if ( tess->mesh == NULL )
+ tess->mesh = tessMeshNewMesh( &tess->alloc );
+ if ( tess->mesh == NULL ) {
+ tess->outOfMemory = 1;
+ return;
+ }
+
+ if ( size < 2 )
+ size = 2;
+ if ( size > 3 )
+ size = 3;
+
+ e = NULL;
+
+ for( i = 0; i < numVertices; ++i )
+ {
+ const TESSreal* coords = (const TESSreal*)src;
+ src += stride;
+
+ if( e == NULL ) {
+ /* Make a self-loop (one vertex, one edge). */
+ e = tessMeshMakeEdge( tess->mesh );
+ if ( e == NULL ) {
+ tess->outOfMemory = 1;
+ return;
+ }
+ if ( !tessMeshSplice( tess->mesh, e, e->Sym ) ) {
+ tess->outOfMemory = 1;
+ return;
+ }
+ } else {
+ /* Create a new vertex and edge which immediately follow e
+ * in the ordering around the left face.
+ */
+ if ( tessMeshSplitEdge( tess->mesh, e ) == NULL ) {
+ tess->outOfMemory = 1;
+ return;
+ }
+ e = e->Lnext;
+ }
+
+ /* The new vertex is now e->Org. */
+ e->Org->coords[0] = coords[0];
+ e->Org->coords[1] = coords[1];
+ if ( size > 2 )
+ e->Org->coords[2] = coords[2];
+ else
+ e->Org->coords[2] = 0;
+ /* Store the insertion number so that the vertex can be later recognized. */
+ e->Org->idx = tess->vertexIndexCounter++;
+
+ /* The winding of an edge says how the winding number changes as we
+ * cross from the edge''s right face to its left face. We add the
+ * vertices in such an order that a CCW contour will add +1 to
+ * the winding number of the region inside the contour.
+ */
+ e->winding = 1;
+ e->Sym->winding = -1;
+ }
+}
+
+int tessTesselate( TESStesselator *tess, int windingRule, int elementType,
+ int polySize, int vertexSize, const TESSreal* normal )
+{
+ TESSmesh *mesh;
+ int rc = 1;
+
+ if (tess->vertices != NULL) {
+ tess->alloc.memfree( tess->alloc.userData, tess->vertices );
+ tess->vertices = 0;
+ }
+ if (tess->elements != NULL) {
+ tess->alloc.memfree( tess->alloc.userData, tess->elements );
+ tess->elements = 0;
+ }
+ if (tess->vertexIndices != NULL) {
+ tess->alloc.memfree( tess->alloc.userData, tess->vertexIndices );
+ tess->vertexIndices = 0;
+ }
+
+ tess->vertexIndexCounter = 0;
+
+ if (normal)
+ {
+ tess->normal[0] = normal[0];
+ tess->normal[1] = normal[1];
+ tess->normal[2] = normal[2];
+ }
+
+ tess->windingRule = windingRule;
+
+ if (vertexSize < 2)
+ vertexSize = 2;
+ if (vertexSize > 3)
+ vertexSize = 3;
+
+ if (setjmp(tess->env) != 0) {
+ /* come back here if out of memory */
+ return 0;
+ }
+
+ if (!tess->mesh)
+ {
+ return 0;
+ }
+
+ /* Determine the polygon normal and project vertices onto the plane
+ * of the polygon.
+ */
+ tessProjectPolygon( tess );
+
+ /* tessComputeInterior( tess ) computes the planar arrangement specified
+ * by the given contours, and further subdivides this arrangement
+ * into regions. Each region is marked "inside" if it belongs
+ * to the polygon, according to the rule given by tess->windingRule.
+ * Each interior region is guaranteed be monotone.
+ */
+ if ( !tessComputeInterior( tess ) ) {
+ longjmp(tess->env,1); /* could've used a label */
+ }
+
+ mesh = tess->mesh;
+
+ /* If the user wants only the boundary contours, we throw away all edges
+ * except those which separate the interior from the exterior.
+ * Otherwise we tessellate all the regions marked "inside".
+ */
+ if (elementType == TESS_BOUNDARY_CONTOURS) {
+ rc = tessMeshSetWindingNumber( mesh, 1, TRUE );
+ } else {
+ rc = tessMeshTessellateInterior( mesh );
+ }
+ if (rc == 0) longjmp(tess->env,1); /* could've used a label */
+
+ tessMeshCheckMesh( mesh );
+
+ if (elementType == TESS_BOUNDARY_CONTOURS) {
+ OutputContours( tess, mesh, vertexSize ); /* output contours */
+ }
+ else
+ {
+ OutputPolymesh( tess, mesh, elementType, polySize, vertexSize ); /* output polygons */
+ }
+
+ tessMeshDeleteMesh( &tess->alloc, mesh );
+ tess->mesh = NULL;
+
+ if (tess->outOfMemory)
+ return 0;
+ return 1;
+}
+
+int tessGetVertexCount( TESStesselator *tess )
+{
+ return tess->vertexCount;
+}
+
+const TESSreal* tessGetVertices( TESStesselator *tess )
+{
+ return tess->vertices;
+}
+
+const TESSindex* tessGetVertexIndices( TESStesselator *tess )
+{
+ return tess->vertexIndices;
+}
+
+int tessGetElementCount( TESStesselator *tess )
+{
+ return tess->elementCount;
+}
+
+const int* tessGetElements( TESStesselator *tess )
+{
+ return tess->elements;
+}