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3party/libtess2/Include/tesselator.h
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3party/libtess2/Include/tesselator.h
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/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Author: Mikko Mononen, July 2009.
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*/
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#ifndef TESSELATOR_H
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#define TESSELATOR_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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// See OpenGL Red Book for description of the winding rules
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// http://www.glprogramming.com/red/chapter11.html
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enum TessWindingRule
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{
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TESS_WINDING_ODD,
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TESS_WINDING_NONZERO,
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TESS_WINDING_POSITIVE,
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TESS_WINDING_NEGATIVE,
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TESS_WINDING_ABS_GEQ_TWO,
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};
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// The contents of the tessGetElements() depends on element type being passed to tessTesselate().
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// Tesselation result element types:
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// TESS_POLYGONS
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// Each element in the element array is polygon defined as 'polySize' number of vertex indices.
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// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
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// Example, drawing a polygon:
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// const int nelems = tessGetElementCount(tess);
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// const TESSindex* elems = tessGetElements(tess);
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// for (int i = 0; i < nelems; i++) {
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// const TESSindex* poly = &elems[i * polySize];
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// glBegin(GL_POLYGON);
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// for (int j = 0; j < polySize; j++) {
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// if (poly[j] == TESS_UNDEF) break;
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// glVertex2fv(&verts[poly[j]*vertexSize]);
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// }
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// glEnd();
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// }
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//
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// TESS_CONNECTED_POLYGONS
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// Each element in the element array is polygon defined as 'polySize' number of vertex indices,
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// followed by 'polySize' indices to neighour polygons, that is each element is 'polySize' * 2 indices.
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// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
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// If a polygon edge is a boundary, that is, not connected to another polygon, the neighbour index is TESS_UNDEF.
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// Example, flood fill based on seed polygon:
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// const int nelems = tessGetElementCount(tess);
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// const TESSindex* elems = tessGetElements(tess);
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// unsigned char* visited = (unsigned char*)calloc(nelems);
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// TESSindex stack[50];
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// int nstack = 0;
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// stack[nstack++] = seedPoly;
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// visited[startPoly] = 1;
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// while (nstack > 0) {
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// TESSindex idx = stack[--nstack];
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// const TESSindex* poly = &elems[idx * polySize * 2];
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// const TESSindex* nei = &poly[polySize];
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// for (int i = 0; i < polySize; i++) {
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// if (poly[i] == TESS_UNDEF) break;
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// if (nei[i] != TESS_UNDEF && !visited[nei[i]])
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// stack[nstack++] = nei[i];
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// visited[nei[i]] = 1;
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// }
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// }
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// }
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//
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// TESS_BOUNDARY_CONTOURS
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// Each element in the element array is [base index, count] pair defining a range of vertices for a contour.
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// The first value is index to first vertex in contour and the second value is number of vertices in the contour.
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// Example, drawing contours:
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// const int nelems = tessGetElementCount(tess);
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// const TESSindex* elems = tessGetElements(tess);
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// for (int i = 0; i < nelems; i++) {
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// const TESSindex base = elems[i * 2];
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// const TESSindex count = elems[i * 2 + 1];
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// glBegin(GL_LINE_LOOP);
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// for (int j = 0; j < count; j++) {
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// glVertex2fv(&verts[(base+j) * vertexSize]);
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// }
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// glEnd();
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// }
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//
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// TESS_CONSTRAINED_DELAUNAY_TRIANGLES
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// Similar to TESS_POLYGONS, but we output only triangles and we attempt to provide a valid
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// Constrained Delaunay triangulation.
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enum TessElementType
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{
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TESS_POLYGONS,
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TESS_CONNECTED_POLYGONS,
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TESS_BOUNDARY_CONTOURS,
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TESS_CONSTRAINED_DELAUNAY_TRIANGLES
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};
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//typedef float TESSreal;
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// Changed to double by AlexZ.
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typedef double TESSreal;
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typedef int TESSindex;
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typedef struct TESStesselator TESStesselator;
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typedef struct TESSalloc TESSalloc;
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#define TESS_UNDEF (~(TESSindex)0)
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#define TESS_NOTUSED(v) do { (void)(1 ? (void)0 : ( (void)(v) ) ); } while(0)
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// Custom memory allocator interface.
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// The internal memory allocator allocates mesh edges, vertices and faces
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// as well as dictionary nodes and active regions in buckets and uses simple
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// freelist to speed up the allocation. The bucket size should roughly match your
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// expected input data. For example if you process only hundreds of vertices,
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// a bucket size of 128 might be ok, where as when processing thousands of vertices
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// bucket size of 1024 might be approproate. The bucket size is a compromise between
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// how often to allocate memory from the system versus how much extra space the system
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// should allocate. Reasonable defaults are show in commects below, they will be used if
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// the bucket sizes are zero.
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//
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// The use may left the memrealloc to be null. In that case, the tesselator will not try to
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// dynamically grow int's internal arrays. The tesselator only needs the reallocation when it
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// has found intersecting segments and needs to add new vertex. This defency can be cured by
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// allocating some extra vertices beforehand. The 'extraVertices' variable allows to specify
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// number of expected extra vertices.
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struct TESSalloc
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{
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void *(*memalloc)( void *userData, unsigned int size );
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void *(*memrealloc)( void *userData, void* ptr, unsigned int size );
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void (*memfree)( void *userData, void *ptr );
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void* userData; // User data passed to the allocator functions.
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int meshEdgeBucketSize; // 512
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int meshVertexBucketSize; // 512
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int meshFaceBucketSize; // 256
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int dictNodeBucketSize; // 512
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int regionBucketSize; // 256
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int extraVertices; // Number of extra vertices allocated for the priority queue.
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};
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//
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// Example use:
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//
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//
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//
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//
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// tessNewTess() - Creates a new tesselator.
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// Use tessDeleteTess() to delete the tesselator.
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// Parameters:
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// alloc - pointer to a filled TESSalloc struct or NULL to use default malloc based allocator.
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// Returns:
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// new tesselator object.
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TESStesselator* tessNewTess( TESSalloc* alloc );
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// tessDeleteTess() - Deletes a tesselator.
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// Parameters:
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// tess - pointer to tesselator object to be deleted.
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void tessDeleteTess( TESStesselator *tess );
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// tessAddContour() - Adds a contour to be tesselated.
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// The type of the vertex coordinates is assumed to be TESSreal.
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// Parameters:
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// tess - pointer to tesselator object.
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// size - number of coordinates per vertex. Must be 2 or 3.
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// pointer - pointer to the first coordinate of the first vertex in the array.
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// stride - defines offset in bytes between consecutive vertices.
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// count - number of vertices in contour.
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void tessAddContour( TESStesselator *tess, int size, const void* pointer, int stride, int count );
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// tessTesselate() - tesselate contours.
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// Parameters:
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// tess - pointer to tesselator object.
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// windingRule - winding rules used for tesselation, must be one of TessWindingRule.
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// elementType - defines the tesselation result element type, must be one of TessElementType.
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// polySize - defines maximum vertices per polygons if output is polygons. If elementType is TESS_CONSTRAINED_DELAUNAY_TRIANGLES, this parameter is ignored.
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// vertexSize - defines the number of coordinates in tesselation result vertex, must be 2 or 3.
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// normal - defines the normal of the input contours, of null the normal is calculated automatically.
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// Returns:
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// 1 if succeed, 0 if failed.
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int tessTesselate( TESStesselator *tess, int windingRule, int elementType, int polySize, int vertexSize, const TESSreal* normal );
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// tessGetVertexCount() - Returns number of vertices in the tesselated output.
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int tessGetVertexCount( TESStesselator *tess );
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// tessGetVertices() - Returns pointer to first coordinate of first vertex.
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const TESSreal* tessGetVertices( TESStesselator *tess );
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// tessGetVertexIndices() - Returns pointer to first vertex index.
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// Vertex indices can be used to map the generated vertices to the original vertices.
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// Every point added using tessAddContour() will get a new index starting at 0.
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// New vertices generated at the intersections of segments are assigned value TESS_UNDEF.
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const TESSindex* tessGetVertexIndices( TESStesselator *tess );
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// tessGetElementCount() - Returns number of elements in the the tesselated output.
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int tessGetElementCount( TESStesselator *tess );
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// tessGetElements() - Returns pointer to the first element.
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const TESSindex* tessGetElements( TESStesselator *tess );
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#ifdef __cplusplus
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}
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#endif
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#endif // TESSELATOR_H
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