2 * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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31 ** Author: Eric Veach, July 1994.
40 int __gl_vertLeq( GLUvertex *u, GLUvertex *v )
42 /* Returns TRUE if u is lexicographically <= v. */
44 return VertLeq( u, v );
47 GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
49 /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
50 * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
51 * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
52 * If uw is vertical (and thus passes thru v), the result is zero.
54 * The calculation is extremely accurate and stable, even when v
55 * is very close to u or w. In particular if we set v->t = 0 and
56 * let r be the negated result (this evaluates (uw)(v->s)), then
57 * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
61 assert( VertLeq( u, v ) && VertLeq( v, w ));
66 if( gapL + gapR > 0 ) {
68 return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
70 return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
77 GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
79 /* Returns a number whose sign matches EdgeEval(u,v,w) but which
80 * is cheaper to evaluate. Returns > 0, == 0 , or < 0
81 * as v is above, on, or below the edge uw.
85 assert( VertLeq( u, v ) && VertLeq( v, w ));
90 if( gapL + gapR > 0 ) {
91 return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
98 /***********************************************************************
99 * Define versions of EdgeSign, EdgeEval with s and t transposed.
102 GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w )
104 /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
105 * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
106 * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
107 * If uw is vertical (and thus passes thru v), the result is zero.
109 * The calculation is extremely accurate and stable, even when v
110 * is very close to u or w. In particular if we set v->s = 0 and
111 * let r be the negated result (this evaluates (uw)(v->t)), then
112 * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
116 assert( TransLeq( u, v ) && TransLeq( v, w ));
121 if( gapL + gapR > 0 ) {
123 return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
125 return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
132 GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w )
134 /* Returns a number whose sign matches TransEval(u,v,w) but which
135 * is cheaper to evaluate. Returns > 0, == 0 , or < 0
136 * as v is above, on, or below the edge uw.
140 assert( TransLeq( u, v ) && TransLeq( v, w ));
145 if( gapL + gapR > 0 ) {
146 return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
153 int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w )
155 /* For almost-degenerate situations, the results are not reliable.
156 * Unless the floating-point arithmetic can be performed without
157 * rounding errors, *any* implementation will give incorrect results
158 * on some degenerate inputs, so the client must have some way to
159 * handle this situation.
161 return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
164 /* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
165 * or (x+y)/2 if a==b==0. It requires that a,b >= 0, and enforces
166 * this in the rare case that one argument is slightly negative.
167 * The implementation is extremely stable numerically.
168 * In particular it guarantees that the result r satisfies
169 * MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
170 * even when a and b differ greatly in magnitude.
172 #define RealInterpolate(a,x,b,y) \
173 (a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b, \
174 ((a <= b) ? ((b == 0) ? ((x+y) / 2) \
175 : (x + (y-x) * (a/(a+b)))) \
176 : (y + (x-y) * (b/(a+b)))))
178 #ifndef FOR_TRITE_TEST_PROGRAM
179 #define Interpolate(a,x,b,y) RealInterpolate(a,x,b,y)
182 /* Claim: the ONLY property the sweep algorithm relies on is that
183 * MIN(x,y) <= r <= MAX(x,y). This is a nasty way to test that.
186 extern int RandomInterpolate;
188 GLdouble Interpolate( GLdouble a, GLdouble x, GLdouble b, GLdouble y)
190 printf("*********************%d\n",RandomInterpolate);
191 if( RandomInterpolate ) {
192 a = 1.2 * drand48() - 0.1;
193 a = (a < 0) ? 0 : ((a > 1) ? 1 : a);
196 return RealInterpolate(a,x,b,y);
201 #define Swap(a,b) if (1) { GLUvertex *t = a; a = b; b = t; } else
203 void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
204 GLUvertex *o2, GLUvertex *d2,
206 /* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
207 * The computed point is guaranteed to lie in the intersection of the
208 * bounding rectangles defined by each edge.
213 /* This is certainly not the most efficient way to find the intersection
214 * of two line segments, but it is very numerically stable.
216 * Strategy: find the two middle vertices in the VertLeq ordering,
217 * and interpolate the intersection s-value from these. Then repeat
218 * using the TransLeq ordering to find the intersection t-value.
221 if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
222 if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
223 if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
225 if( ! VertLeq( o2, d1 )) {
226 /* Technically, no intersection -- do our best */
227 v->s = (o2->s + d1->s) / 2;
228 } else if( VertLeq( d1, d2 )) {
229 /* Interpolate between o2 and d1 */
230 z1 = EdgeEval( o1, o2, d1 );
231 z2 = EdgeEval( o2, d1, d2 );
232 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
233 v->s = Interpolate( z1, o2->s, z2, d1->s );
235 /* Interpolate between o2 and d2 */
236 z1 = EdgeSign( o1, o2, d1 );
237 z2 = -EdgeSign( o1, d2, d1 );
238 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
239 v->s = Interpolate( z1, o2->s, z2, d2->s );
242 /* Now repeat the process for t */
244 if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
245 if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
246 if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
248 if( ! TransLeq( o2, d1 )) {
249 /* Technically, no intersection -- do our best */
250 v->t = (o2->t + d1->t) / 2;
251 } else if( TransLeq( d1, d2 )) {
252 /* Interpolate between o2 and d1 */
253 z1 = TransEval( o1, o2, d1 );
254 z2 = TransEval( o2, d1, d2 );
255 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
256 v->t = Interpolate( z1, o2->t, z2, d1->t );
258 /* Interpolate between o2 and d2 */
259 z1 = TransSign( o1, o2, d1 );
260 z2 = -TransSign( o1, d2, d1 );
261 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
262 v->t = Interpolate( z1, o2->t, z2, d2->t );