Android Open Source - Processing-Android-Eclipse-Demos Tess Mono






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Java Source Code

/*
* Portions Copyright (C) 2003-2006 Sun Microsystems, Inc.
* All rights reserved.// ww  w  .  j  a  va  2 s  .  c  o m
*/

/*
** 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 2.0 (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
** Processing integration: Andres Colubri, February 2012
*/

package com.processing.opengl.tess;

class TessMono {
/* __gl_meshTessellateMonoRegion( 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).
 */
    static boolean __gl_meshTessellateMonoRegion(GLUface face, boolean avoidDegenerateTris) {
        GLUhalfEdge 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 (; Geom.VertLeq(up.Sym.Org, up.Org); up = up.Onext.Sym)
            ;
        for (; Geom.VertLeq(up.Org, up.Sym.Org); up = up.Lnext)
            ;
        lo = up.Onext.Sym;

        boolean mustConnect = false; // hack for avoidDegenerateTris

        while (up.Lnext != lo) {
            if (avoidDegenerateTris && !mustConnect) {
                // Skip over regions where several vertices are collinear,
                // to try to avoid producing degenerate (zero-area) triangles
                //
                // The "mustConnect" flag is a hack to try to avoid
                // skipping too large regions and causing incorrect
                // triangulations. This entire modification is overall
                // not robust and needs more work
                if (Geom.EdgeCos(lo.Lnext.Org, lo.Org, lo.Lnext.Lnext.Org) <= -Geom.ONE_MINUS_EPSILON) {
                    // Lines around lo
                    do {
                        lo = lo.Onext.Sym;
                        mustConnect = true;
                    } while (up.Lnext != lo &&
                             Geom.EdgeCos(lo.Lnext.Org, lo.Org, lo.Lnext.Lnext.Org) <= -Geom.ONE_MINUS_EPSILON);
                } else if (Geom.EdgeCos(up.Onext.Sym.Org, up.Org, up.Onext.Sym.Onext.Sym.Org) <= -Geom.ONE_MINUS_EPSILON) {
                    // Lines around up
                    do {
                        up = up.Lnext;
                        mustConnect = true;
                    } while (up.Lnext != lo &&
                             Geom.EdgeCos(up.Onext.Sym.Org, up.Org, up.Onext.Sym.Onext.Sym.Org) <= -Geom.ONE_MINUS_EPSILON);
                }

                if (up.Lnext == lo)
                    break;
            }

            if (Geom.VertLeq(up.Sym.Org, lo.Org)) {
                /* up.Sym.Org 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 && (Geom.EdgeGoesLeft(lo.Lnext)
                        || Geom.EdgeSign(lo.Org, lo.Sym.Org, lo.Lnext.Sym.Org) <= 0)) {
                    GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(lo.Lnext, lo);
                    mustConnect = false;
                    if (tempHalfEdge == null) return false;
                    lo = tempHalfEdge.Sym;
                }
                lo = lo.Onext.Sym;
            } else {
                /* lo.Org is on the left.  We can make CCW triangles from up.Sym.Org. */
                while (lo.Lnext != up && (Geom.EdgeGoesRight(up.Onext.Sym)
                        || Geom.EdgeSign(up.Sym.Org, up.Org, up.Onext.Sym.Org) >= 0)) {
                    GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(up, up.Onext.Sym);
                    mustConnect = false;
                    if (tempHalfEdge == null) return false;
                    up = tempHalfEdge.Sym;
                }
                up = up.Lnext;
            }
        }

        /* Now lo.Org == up.Sym.Org == 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) {
            GLUhalfEdge tempHalfEdge = Mesh.__gl_meshConnect(lo.Lnext, lo);
            if (tempHalfEdge == null) return false;
            lo = tempHalfEdge.Sym;
        }

        return true;
    }


/* __gl_meshTessellateInterior( mesh ) tessellates each region of
 * the mesh which is marked "inside" the polygon.  Each such region
 * must be monotone.
 */
    public static boolean __gl_meshTessellateInterior(GLUmesh mesh, boolean avoidDegenerateTris) {
        GLUface 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 (!__gl_meshTessellateMonoRegion(f, avoidDegenerateTris)) return false;
            }
        }

        return true;
    }


/* __gl_meshDiscardExterior( 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.
 */
    public static void __gl_meshDiscardExterior(GLUmesh mesh) {
        GLUface 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) {
                Mesh.__gl_meshZapFace(f);
            }
        }
    }

//    private static final int MARKED_FOR_DELETION = 0x7fffffff;

/* __gl_meshSetWindingNumber( 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.
 */
    public static boolean __gl_meshSetWindingNumber(GLUmesh mesh, int value, boolean keepOnlyBoundary) {
        GLUhalfEdge e, eNext;

        for (e = mesh.eHead.next; e != mesh.eHead; e = eNext) {
            eNext = e.next;
            if (e.Sym.Lface.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 (!Mesh.__gl_meshDelete(e)) return false;
                }
            }
        }
        return true;
    }

}




Java Source Code List

.AccelerometerManager.java
.CompassManager.java
com.processing.core.PApplet.java
com.processing.core.PConstants.java
com.processing.core.PFont.java
com.processing.core.PGraphicsAndroid2D.java
com.processing.core.PGraphics.java
com.processing.core.PImage.java
com.processing.core.PMatrix2D.java
com.processing.core.PMatrix3D.java
com.processing.core.PMatrix.java
com.processing.core.PShapeOBJ.java
com.processing.core.PShapeSVG.java
com.processing.core.PShape.java
com.processing.core.PStyle.java
com.processing.core.PVector.java
com.processing.data.FloatDict.java
com.processing.data.FloatList.java
com.processing.data.IntDict.java
com.processing.data.IntList.java
com.processing.data.JSONArray.java
com.processing.data.JSONObject.java
com.processing.data.JSONTokener.java
com.processing.data.Sort.java
com.processing.data.StringDict.java
com.processing.data.StringList.java
com.processing.data.TableRow.java
com.processing.data.Table.java
com.processing.data.XML.java
com.processing.event.Event.java
com.processing.event.KeyEvent.java
com.processing.event.MouseEvent.java
com.processing.event.TouchEvent.java
com.processing.opengl.FontTexture.java
com.processing.opengl.FrameBuffer.java
com.processing.opengl.LinePath.java
com.processing.opengl.LineStroker.java
com.processing.opengl.PGLES.java
com.processing.opengl.PGL.java
com.processing.opengl.PGraphics2D.java
com.processing.opengl.PGraphics3D.java
com.processing.opengl.PGraphicsOpenGL.java
com.processing.opengl.PShader.java
com.processing.opengl.PShapeOpenGL.java
com.processing.opengl.Texture.java
com.processing.opengl.tess.ActiveRegion.java
com.processing.opengl.tess.CachedVertex.java
com.processing.opengl.tess.DictNode.java
com.processing.opengl.tess.Dict.java
com.processing.opengl.tess.GLUface.java
com.processing.opengl.tess.GLUhalfEdge.java
com.processing.opengl.tess.GLUmesh.java
com.processing.opengl.tess.GLUtessellatorImpl.java
com.processing.opengl.tess.GLUvertex.java
com.processing.opengl.tess.Geom.java
com.processing.opengl.tess.Mesh.java
com.processing.opengl.tess.Normal.java
com.processing.opengl.tess.PGLU.java
com.processing.opengl.tess.PGLUtessellatorCallbackAdapter.java
com.processing.opengl.tess.PGLUtessellatorCallback.java
com.processing.opengl.tess.PGLUtessellator.java
com.processing.opengl.tess.PriorityQHeap.java
com.processing.opengl.tess.PriorityQSort.java
com.processing.opengl.tess.PriorityQ.java
com.processing.opengl.tess.Render.java
com.processing.opengl.tess.Sweep.java
com.processing.opengl.tess.TessMono.java
com.processing.opengl.tess.TessState.java
processing.mode.android.AVD.java
processing.mode.android.AndroidBuild.java
processing.mode.android.AndroidEditor.java
processing.mode.android.AndroidMode.java
processing.mode.android.AndroidPreprocessor.java
processing.mode.android.AndroidRunner.java
processing.mode.android.AndroidSDK.java
processing.mode.android.AndroidToolbar.java
processing.mode.android.BadSDKException.java
processing.mode.android.Commander.java
processing.mode.android.DeviceListener.java
processing.mode.android.Device.java
processing.mode.android.Devices.java
processing.mode.android.EmulatorController.java
processing.mode.android.Export.java
processing.mode.android.Keys.java
processing.mode.android.LogEntry.java
processing.mode.android.Manifest.java
processing.mode.android.Permissions.java