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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: Mikko Mononen, July 2009.
+*/
+
+#ifndef TESSELATOR_H
+#define TESSELATOR_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// See OpenGL Red Book for description of the winding rules
+// http://www.glprogramming.com/red/chapter11.html
+enum TessWindingRule
+{
+ TESS_WINDING_ODD,
+ TESS_WINDING_NONZERO,
+ TESS_WINDING_POSITIVE,
+ TESS_WINDING_NEGATIVE,
+ TESS_WINDING_ABS_GEQ_TWO,
+};
+
+// The contents of the tessGetElements() depends on element type being passed to tessTesselate().
+// Tesselation result element types:
+// TESS_POLYGONS
+// Each element in the element array is polygon defined as 'polySize' number of vertex indices.
+// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
+// Example, drawing a polygon:
+// const int nelems = tessGetElementCount(tess);
+// const TESSindex* elems = tessGetElements(tess);
+// for (int i = 0; i < nelems; i++) {
+// const TESSindex* poly = &elems[i * polySize];
+// glBegin(GL_POLYGON);
+// for (int j = 0; j < polySize; j++) {
+// if (poly[j] == TESS_UNDEF) break;
+// glVertex2fv(&verts[poly[j]*vertexSize]);
+// }
+// glEnd();
+// }
+//
+// TESS_CONNECTED_POLYGONS
+// Each element in the element array is polygon defined as 'polySize' number of vertex indices,
+// followed by 'polySize' indices to neighour polygons, that is each element is 'polySize' * 2 indices.
+// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
+// If a polygon edge is a boundary, that is, not connected to another polygon, the neighbour index is TESS_UNDEF.
+// Example, flood fill based on seed polygon:
+// const int nelems = tessGetElementCount(tess);
+// const TESSindex* elems = tessGetElements(tess);
+// unsigned char* visited = (unsigned char*)calloc(nelems);
+// TESSindex stack[50];
+// int nstack = 0;
+// stack[nstack++] = seedPoly;
+// visited[startPoly] = 1;
+// while (nstack > 0) {
+// TESSindex idx = stack[--nstack];
+// const TESSindex* poly = &elems[idx * polySize * 2];
+// const TESSindex* nei = &poly[polySize];
+// for (int i = 0; i < polySize; i++) {
+// if (poly[i] == TESS_UNDEF) break;
+// if (nei[i] != TESS_UNDEF && !visited[nei[i]])
+// stack[nstack++] = nei[i];
+// visited[nei[i]] = 1;
+// }
+// }
+// }
+//
+// TESS_BOUNDARY_CONTOURS
+// Each element in the element array is [base index, count] pair defining a range of vertices for a contour.
+// The first value is index to first vertex in contour and the second value is number of vertices in the contour.
+// Example, drawing contours:
+// const int nelems = tessGetElementCount(tess);
+// const TESSindex* elems = tessGetElements(tess);
+// for (int i = 0; i < nelems; i++) {
+// const TESSindex base = elems[i * 2];
+// const TESSindex count = elems[i * 2 + 1];
+// glBegin(GL_LINE_LOOP);
+// for (int j = 0; j < count; j++) {
+// glVertex2fv(&verts[(base+count) * vertexSize]);
+// }
+// glEnd();
+// }
+//
+enum TessElementType
+{
+ TESS_POLYGONS,
+ TESS_CONNECTED_POLYGONS,
+ TESS_BOUNDARY_CONTOURS,
+};
+
+typedef float TESSreal;
+typedef int TESSindex;
+typedef struct TESStesselator TESStesselator;
+typedef struct TESSalloc TESSalloc;
+
+#define TESS_UNDEF (~(TESSindex)0)
+
+// Custom memory allocator interface.
+// The internal memory allocator allocates mesh edges, vertices and faces
+// as well as dictionary nodes and active regions in buckets and uses simple
+// freelist to speed up the allocation. The bucket size should roughly match your
+// expected input data. For example if you process only hundreds of vertices,
+// a bucket size of 128 might be ok, where as when processing thousands of vertices
+// bucket size of 1024 might be approproate. The bucket size is a compromise between
+// how often to allocate memory from the system versus how much extra space the system
+// should allocate. Reasonable defaults are show in commects below, they will be used if
+// the bucket sizes are zero.
+//
+// The use may left the memrealloc to be null. In that case, the tesselator will not try to
+// dynamically grow int's internal arrays. The tesselator only needs the reallocation when it
+// has found intersecting segments and needs to add new vertex. This defency can be cured by
+// allocating some extra vertices beforehand. The 'extraVertices' variable allows to specify
+// number of expected extra vertices.
+struct TESSalloc
+{
+ void *(*memalloc)( void *userData, unsigned int size );
+ void *(*memrealloc)( void *userData, void* ptr, unsigned int size );
+ void (*memfree)( void *userData, void *ptr );
+ void* userData; // User data passed to the allocator functions.
+ int meshEdgeBucketSize; // 512
+ int meshVertexBucketSize; // 512
+ int meshFaceBucketSize; // 256
+ int dictNodeBucketSize; // 512
+ int regionBucketSize; // 256
+ int extraVertices; // Number of extra vertices allocated for the priority queue.
+};
+
+// tessNewTess() - Creates a new tesselator.
+// Use tessDeleteTess() to delete the tesselator.
+// Returns:
+// new tesselator object.
+TESStesselator* tessNewTess( TESSalloc* alloc );
+
+// tessDeleteTess() - Deletes a tesselator.
+// Parameters:
+// tess - pointer to tesselator object to be deleted.
+void tessDeleteTess( TESStesselator *tess );
+
+// tessAddContour() - Adds a contour to be tesselated.
+// The type of the vertex coordinates is assumed to be TESSreal.
+// Parameters:
+// tess - pointer to tesselator object.
+// size - number of coordinates per vertex. Must be 2 or 3.
+// pointer - pointer to the first coordinate of the first vertex in the array.
+// stride - defines offset in bytes between consecutive vertices.
+// count - number of vertices in contour.
+void tessAddContour( TESStesselator *tess, int size, const void* pointer, int stride, int count );
+
+// tessTesselate() - tesselate contours.
+// Parameters:
+// tess - pointer to tesselator object.
+// windingRule - winding rules used for tesselation, must be one of TessWindingRule.
+// elementType - defines the tesselation result element type, must be one of TessElementType.
+// polySize - defines maximum vertices per polygons if output is polygons.
+// vertexSize - defines the number of coordinates in tesselation result vertex, must be 2 or 3.
+// normal - defines the normal of the input contours, of null the normal is calculated automatically.
+// Returns:
+// 1 if succeed, 0 if failed.
+int tessTesselate( TESStesselator *tess, int windingRule, int elementType, int polySize, int vertexSize, const TESSreal* normal );
+
+// tessGetVertexCount() - Returns number of vertices in the tesselated output.
+int tessGetVertexCount( TESStesselator *tess );
+
+// tessGetVertices() - Returns pointer to first coordinate of first vertex.
+const TESSreal* tessGetVertices( TESStesselator *tess );
+
+// tessGetVertexIndices() - Returns pointer to first vertex index.
+// Vertex indices can be used to map the generated vertices to the original vertices.
+// Every point added using tessAddContour() will get a new index starting at 0.
+// New vertices generated at the intersections of segments are assigned value TESS_UNDEF.
+const TESSindex* tessGetVertexIndices( TESStesselator *tess );
+
+// tessGetElementCount() - Returns number of elements in the the tesselated output.
+int tessGetElementCount( TESStesselator *tess );
+
+// tessGetElements() - Returns pointer to the first element.
+const TESSindex* tessGetElements( TESStesselator *tess );
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // TESSELATOR_H