/* * Delete a region from the sweep line. This happens when the upper * and lower chains of a region meet (at a vertex on the sweep line). * The "inside" flag is copied to the appropriate mesh face (we could * not do this before -- since the structure of the mesh is always * changing, this face may not have even existed until now). */ static void FinishRegion(Tesselator tess, ActiveRegion reg) { HalfEdge e = reg.upperHalfEdge; Face f = e.leftFace; f.isInterior = reg.inside; f.halfEdgeThisIsLeftFaceOf = e; // optimization for mesh.TessellateMonoRegion() DeleteRegion(reg); }
static void AddRightEdges(Tesselator tess, ActiveRegion regUp, HalfEdge eFirst, HalfEdge eLast, HalfEdge eTopLeft, bool cleanUp) /* * Purpose: insert right-going edges into the edge dictionary, and update * winding numbers and mesh connectivity appropriately. All right-going * edges share a common origin vOrg. Edges are inserted CCW starting at * eFirst; the last edge inserted is eLast.Oprev. If vOrg has any * left-going edges already processed, then eTopLeft must be the edge * such that an imaginary upward vertical segment from vOrg would be * contained between eTopLeft.Oprev and eTopLeft; otherwise eTopLeft * should be null. */ { ActiveRegion reg, regPrev; HalfEdge e, ePrev; bool firstTime = true; /* Insert the new right-going edges in the dictionary */ e = eFirst; do { if (!e.originVertex.VertLeq(e.directionVertex)) { throw new Exception(); } AddRegionBelow(tess, regUp, e.otherHalfOfThisEdge); e = e.nextEdgeCCWAroundOrigin; } while (e != eLast); /* Walk *all* right-going edges from e.Org, in the dictionary order, * updating the winding numbers of each region, and re-linking the mesh * edges to match the dictionary ordering (if necessary). */ if (eTopLeft == null) { eTopLeft = RegionBelow(regUp).upperHalfEdge.Rprev; } regPrev = regUp; ePrev = eTopLeft; for (;;) { reg = RegionBelow(regPrev); e = reg.upperHalfEdge.otherHalfOfThisEdge; if (e.originVertex != ePrev.originVertex) break; if (e.nextEdgeCCWAroundOrigin != ePrev) { /* Unlink e from its current position, and relink below ePrev */ Mesh.meshSplice(e.Oprev, e); Mesh.meshSplice(ePrev.Oprev, e); } /* Compute the winding number and "inside" flag for the new regions */ reg.windingNumber = regPrev.windingNumber - e.winding; reg.inside = tess.IsWindingInside(reg.windingNumber); /* Check for two outgoing edges with same slope -- process these * before any intersection tests (see example in __gl_computeInterior). */ regPrev.dirty = true; if (!firstTime && CheckForRightSplice(tess, regPrev)) { AddWinding(e, ePrev); DeleteRegion(regPrev); Mesh.DeleteHalfEdge(ePrev); } firstTime = false; regPrev = reg; ePrev = e; } regPrev.dirty = true; if (regPrev.windingNumber - e.winding != reg.windingNumber) { throw new Exception(); } if (cleanUp) { /* Check for intersections between newly adjacent edges. */ WalkDirtyRegions(tess, regPrev); } }
static bool CheckForLeftSplice(Tesselator tess, ActiveRegion regUp) /* * Check the upper and lower edge of "regUp", to make sure that the * eUp.Dst is above eLo, or eLo.Dst is below eUp (depending on which * destination is rightmost). * * Theoretically, this should always be true. However, splitting an edge * into two pieces can change the results of previous tests. For example, * suppose at one point we checked eUp and eLo, and decided that eUp.Dst * is barely above eLo. Then later, we split eLo into two edges (eg. from * a splice operation like this one). This can change the result of * the test so that now eUp.Dst is incident to eLo, or barely below it. * We must correct this condition to maintain the dictionary invariants * (otherwise new edges might get inserted in the wrong place in the * dictionary, and bad stuff will happen). * * We fix the problem by just splicing the offending vertex into the * other edge. */ { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; HalfEdge e; if (eUp.directionVertex.VertEq(eLo.directionVertex)) { throw new Exception(); } if (eUp.directionVertex.VertLeq(eLo.directionVertex)) { if (ContourVertex.EdgeSign(eUp.directionVertex, eLo.directionVertex, eUp.originVertex) < 0) { return false; } /* eLo.Dst is above eUp, so splice eLo.Dst into eUp */ regUp.RegionAbove().dirty = regUp.dirty = true; e = Mesh.meshSplitEdge(eUp); Mesh.meshSplice(eLo.otherHalfOfThisEdge, e); e.leftFace.isInterior = regUp.inside; } else { if (ContourVertex.EdgeSign(eLo.directionVertex, eUp.directionVertex, eLo.originVertex) > 0) return false; /* eUp.Dst is below eLo, so splice eUp.Dst into eLo */ regUp.dirty = regLo.dirty = true; e = Mesh.meshSplitEdge(eLo); Mesh.meshSplice(eUp.nextEdgeCCWAroundLeftFace, eLo.otherHalfOfThisEdge); e.rightFace.isInterior = regUp.inside; } return true; }
static ActiveRegion AddRegionBelow(Tesselator tess, ActiveRegion regAbove, HalfEdge eNewUp) /* * Add a new active region to the sweep line, *somewhere* below "regAbove" * (according to where the new edge belongs in the sweep-line dictionary). * The upper edge of the new region will be "eNewUp". * Winding number and "inside" flag are not updated. */ { ActiveRegion regNew = new ActiveRegion(); regNew.upperHalfEdge = eNewUp; /* __gl_dictListInsertBefore */ regNew.upperHalfEdgeDictNode = tess.edgeDictionary.InsertBefore(regAbove.upperHalfEdgeDictNode, regNew); regNew.fixUpperEdge = false; regNew.sentinel = false; regNew.dirty = false; eNewUp.regionThisIsUpperEdgeOf = regNew; return regNew; }
static void FinishRegion(Tesselator tess, ActiveRegion reg) /* * Delete a region from the sweep line. This happens when the upper * and lower chains of a region meet (at a vertex on the sweep line). * The "inside" flag is copied to the appropriate mesh face (we could * not do this before -- since the structure of the mesh is always * changing, this face may not have even existed until now). */ { HalfEdge e = reg.upperHalfEdge; Face f = e.leftFace; f.isInterior = reg.inside; f.halfEdgeThisIsLeftFaceOf = e; // optimization for mesh.TessellateMonoRegion() DeleteRegion(reg); }
static bool FixUpperEdge(ActiveRegion reg, HalfEdge newEdge) /* * Replace an upper edge which needs fixing (see ConnectRightVertex). */ { if (!reg.fixUpperEdge) { throw new Exception(); } Mesh.DeleteHalfEdge(reg.upperHalfEdge); reg.fixUpperEdge = false; reg.upperHalfEdge = newEdge; newEdge.regionThisIsUpperEdgeOf = reg; return true; }
static ActiveRegion TopLeftRegion(ActiveRegion reg) { ContourVertex org = reg.upperHalfEdge.originVertex; HalfEdge e; /* Find the region above the uppermost edge with the same origin */ do { reg = reg.RegionAbove(); } while (reg.upperHalfEdge.originVertex == org); /* If the edge above was a temporary edge introduced by ConnectRightVertex, * now is the time to fix it. */ if (reg.fixUpperEdge) { e = Mesh.meshConnect(RegionBelow(reg).upperHalfEdge.otherHalfOfThisEdge, reg.upperHalfEdge.nextEdgeCCWAroundLeftFace); if (e == null) { return null; } if (!FixUpperEdge(reg, e)) { return null; } reg = reg.RegionAbove(); } return reg; }
/* * Check the upper and lower edge of "regUp", to make sure that the * eUp.Dst is above eLo, or eLo.Dst is below eUp (depending on which * destination is rightmost). * * Theoretically, this should always be true. However, splitting an edge * into two pieces can change the results of previous tests. For example, * suppose at one point we checked eUp and eLo, and decided that eUp.Dst * is barely above eLo. Then later, we split eLo into two edges (eg. from * a splice operation like this one). This can change the result of * the test so that now eUp.Dst is incident to eLo, or barely below it. * We must correct this condition to maintain the dictionary invariants * (otherwise new edges might get inserted in the wrong place in the * dictionary, and bad stuff will happen). * * We fix the problem by just splicing the offending vertex into the * other edge. */ static bool CheckForLeftSplice(Tesselator tess, ActiveRegion regUp) { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; HalfEdge e; if(eUp.directionVertex.VertEq(eLo.directionVertex)) { throw new Exception(); } if (eUp.directionVertex.VertLeq(eLo.directionVertex)) { if (ContourVertex.EdgeSign(eUp.directionVertex, eLo.directionVertex, eUp.originVertex) < 0) { return false; } /* eLo.Dst is above eUp, so splice eLo.Dst into eUp */ regUp.RegionAbove().dirty = regUp.dirty = true; e = Mesh.meshSplitEdge(eUp); Mesh.meshSplice(eLo.otherHalfOfThisEdge, e); e.leftFace.isInterior = regUp.inside; } else { if (ContourVertex.EdgeSign(eLo.directionVertex, eUp.directionVertex, eLo.originVertex) > 0) return false; /* eUp.Dst is below eLo, so splice eUp.Dst into eLo */ regUp.dirty = regLo.dirty = true; e = Mesh.meshSplitEdge(eLo); Mesh.meshSplice(eUp.nextEdgeCCWAroundLeftFace, eLo.otherHalfOfThisEdge); e.rightFace.isInterior = regUp.inside; } return true; }
/* * Check the upper and lower edge of "regUp", to make sure that the * eUp.Org is above eLo, or eLo.Org is below eUp (depending on which * origin is leftmost). * * The main purpose is to splice right-going edges with the same * dest vertex and nearly identical slopes (ie. we can't distinguish * the slopes numerically). However the splicing can also help us * to recover from numerical errors. For example, suppose at one * point we checked eUp and eLo, and decided that eUp.Org is barely * above eLo. Then later, we split eLo into two edges (eg. from * a splice operation like this one). This can change the result of * our test so that now eUp.Org is incident to eLo, or barely below it. * We must correct this condition to maintain the dictionary invariants. * * One possibility is to check these edges for intersection again * (ie. CheckForIntersect). This is what we do if possible. However * CheckForIntersect requires that tess.currentSweepVertex lies between eUp and eLo, * so that it has something to fall back on when the intersection * calculation gives us an unusable answer. So, for those cases where * we can't check for intersection, this routine fixes the problem * by just splicing the offending vertex into the other edge. * This is a guaranteed solution, no matter how degenerate things get. * Basically this is a combinatorial solution to a numerical problem. */ static bool CheckForRightSplice(Tesselator tess, ActiveRegion regUp) { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; if (eUp.originVertex.VertLeq(eLo.originVertex)) { if (ContourVertex.EdgeSign(eLo.directionVertex, eUp.originVertex, eLo.originVertex) > 0) { return false; } /* eUp.Org appears to be below eLo */ if (!eUp.originVertex.VertEq(eLo.originVertex)) { /* Splice eUp.Org into eLo */ Mesh.meshSplitEdge(eLo.otherHalfOfThisEdge); Mesh.meshSplice(eUp, eLo.Oprev); regUp.dirty = regLo.dirty = true; } else if (eUp.originVertex != eLo.originVertex) { /* merge the two vertices, discarding eUp.Org */ tess.vertexPriorityQue.Delete(eUp.originVertex.priorityQueueHandle); //pqDelete(tess.pq, eUp.Org.pqHandle); /* __gl_pqSortDelete */ SpliceMergeVertices(tess, eLo.Oprev, eUp); } } else { if (ContourVertex.EdgeSign(eUp.directionVertex, eLo.originVertex, eUp.originVertex) < 0) { return false; } /* eLo.Org appears to be above eUp, so splice eLo.Org into eUp */ regUp.RegionAbove().dirty = regUp.dirty = true; Mesh.meshSplitEdge(eUp.otherHalfOfThisEdge); Mesh.meshSplice(eLo.Oprev, eUp); } return true; }
/* * Purpose: insert right-going edges into the edge dictionary, and update * winding numbers and mesh connectivity appropriately. All right-going * edges share a common origin vOrg. Edges are inserted CCW starting at * eFirst; the last edge inserted is eLast.Oprev. If vOrg has any * left-going edges already processed, then eTopLeft must be the edge * such that an imaginary upward vertical segment from vOrg would be * contained between eTopLeft.Oprev and eTopLeft; otherwise eTopLeft * should be null. */ static void AddRightEdges(Tesselator tess, ActiveRegion regUp, HalfEdge eFirst, HalfEdge eLast, HalfEdge eTopLeft, bool cleanUp) { ActiveRegion reg, regPrev; HalfEdge e, ePrev; bool firstTime = true; /* Insert the new right-going edges in the dictionary */ e = eFirst; do { if (!e.originVertex.VertLeq(e.directionVertex)) { throw new Exception(); } AddRegionBelow(tess, regUp, e.otherHalfOfThisEdge); e = e.nextEdgeCCWAroundOrigin; } while (e != eLast); /* Walk *all* right-going edges from e.Org, in the dictionary order, * updating the winding numbers of each region, and re-linking the mesh * edges to match the dictionary ordering (if necessary). */ if (eTopLeft == null) { eTopLeft = RegionBelow(regUp).upperHalfEdge.Rprev; } regPrev = regUp; ePrev = eTopLeft; for (; ; ) { reg = RegionBelow(regPrev); e = reg.upperHalfEdge.otherHalfOfThisEdge; if (e.originVertex != ePrev.originVertex) break; if (e.nextEdgeCCWAroundOrigin != ePrev) { /* Unlink e from its current position, and relink below ePrev */ Mesh.meshSplice(e.Oprev, e); Mesh.meshSplice(ePrev.Oprev, e); } /* Compute the winding number and "inside" flag for the new regions */ reg.windingNumber = regPrev.windingNumber - e.winding; reg.inside = tess.IsWindingInside(reg.windingNumber); /* Check for two outgoing edges with same slope -- process these * before any intersection tests (see example in __gl_computeInterior). */ regPrev.dirty = true; if (!firstTime && CheckForRightSplice(tess, regPrev)) { AddWinding(e, ePrev); DeleteRegion(regPrev); Mesh.DeleteHalfEdge(ePrev); } firstTime = false; regPrev = reg; ePrev = e; } regPrev.dirty = true; if (regPrev.windingNumber - e.winding != reg.windingNumber) { throw new Exception(); } if (cleanUp) { /* Check for intersections between newly adjacent edges. */ WalkDirtyRegions(tess, regPrev); } }
/* * We add two sentinel edges above and below all other edges, * to avoid special cases at the top and bottom. */ static void AddSentinel(Tesselator tess, double t) { HalfEdge halfEdge; ActiveRegion activeRedion = new ActiveRegion(); halfEdge = tess.mesh.MakeEdge(); halfEdge.originVertex.x = SENTINEL_COORD; halfEdge.originVertex.y = t; halfEdge.directionVertex.x = -SENTINEL_COORD; halfEdge.directionVertex.y = t; tess.currentSweepVertex = halfEdge.directionVertex; /* initialize it */ activeRedion.upperHalfEdge = halfEdge; activeRedion.windingNumber = 0; activeRedion.inside = false; activeRedion.fixUpperEdge = false; activeRedion.sentinel = true; activeRedion.dirty = false; activeRedion.upperHalfEdgeDictNode = tess.edgeDictionary.Insert(activeRedion); /* __gl_dictListInsertBefore */ }
/* * Add a new active region to the sweep line, *somewhere* below "regAbove" * (according to where the new edge belongs in the sweep-line dictionary). * The upper edge of the new region will be "eNewUp". * Winding number and "inside" flag are not updated. */ static ActiveRegion AddRegionBelow(Tesselator tess, ActiveRegion regAbove, HalfEdge eNewUp) { ActiveRegion regNew = new ActiveRegion(); regNew.upperHalfEdge = eNewUp; /* __gl_dictListInsertBefore */ regNew.upperHalfEdgeDictNode = tess.edgeDictionary.InsertBefore(regAbove.upperHalfEdgeDictNode, regNew); regNew.fixUpperEdge = false; regNew.sentinel = false; regNew.dirty = false; eNewUp.regionThisIsUpperEdgeOf = regNew; return regNew; }
/* * Both edges must be directed from right to left (this is the canonical * direction for the upper edge of each region). * * The strategy is to evaluate a "t" value for each edge at the * current sweep line position, given by tess.currentSweepVertex. The calculations * are designed to be very stable, but of course they are not perfect. * * Special case: if both edge destinations are at the sweep event, * we sort the edges by slope (they would otherwise compare equally). */ public static bool EdgeLeq(Tesselator tess, ActiveRegion reg1, ActiveRegion reg2) { ContourVertex currentSweepVertex = tess.currentSweepVertex; HalfEdge e1, e2; double t1, t2; e1 = reg1.upperHalfEdge; e2 = reg2.upperHalfEdge; if (e1.directionVertex == currentSweepVertex) { if (e2.directionVertex == currentSweepVertex) { /* Two edges right of the sweep line which meet at the sweep currentSweepVertex. * Sort them by slope. */ if (e1.originVertex.VertLeq(e2.originVertex)) { return ContourVertex.EdgeSign(e2.directionVertex, e1.originVertex, e2.originVertex) <= 0; } return ContourVertex.EdgeSign(e1.directionVertex, e2.originVertex, e1.originVertex) >= 0; } return ContourVertex.EdgeSign(e2.directionVertex, currentSweepVertex, e2.originVertex) <= 0; } if (e2.directionVertex == currentSweepVertex) { return ContourVertex.EdgeSign(e1.directionVertex, currentSweepVertex, e1.originVertex) >= 0; } /* General case - compute signed distance *from* e1, e2 to currentSweepVertex */ t1 = ContourVertex.EdgeEval(e1.directionVertex, currentSweepVertex, e1.originVertex); t2 = ContourVertex.EdgeEval(e2.directionVertex, currentSweepVertex, e2.originVertex); return (t1 >= t2); }
/* * Replace an upper edge which needs fixing (see ConnectRightVertex). */ static bool FixUpperEdge(ActiveRegion reg, HalfEdge newEdge) { if (!reg.fixUpperEdge) { throw new Exception(); } Mesh.DeleteHalfEdge(reg.upperHalfEdge); reg.fixUpperEdge = false; reg.upperHalfEdge = newEdge; newEdge.regionThisIsUpperEdgeOf = reg; return true; }
public static bool EdgeLeq(Tesselator tess, ActiveRegion reg1, ActiveRegion reg2) /* * Both edges must be directed from right to left (this is the canonical * direction for the upper edge of each region). * * The strategy is to evaluate a "t" value for each edge at the * current sweep line position, given by tess.currentSweepVertex. The calculations * are designed to be very stable, but of course they are not perfect. * * Special case: if both edge destinations are at the sweep event, * we sort the edges by slope (they would otherwise compare equally). */ { ContourVertex currentSweepVertex = tess.currentSweepVertex; HalfEdge e1, e2; double t1, t2; e1 = reg1.upperHalfEdge; e2 = reg2.upperHalfEdge; if (e1.directionVertex == currentSweepVertex) { if (e2.directionVertex == currentSweepVertex) { /* Two edges right of the sweep line which meet at the sweep currentSweepVertex. * Sort them by slope. */ if (e1.originVertex.VertLeq(e2.originVertex)) { return ContourVertex.EdgeSign(e2.directionVertex, e1.originVertex, e2.originVertex) <= 0; } return ContourVertex.EdgeSign(e1.directionVertex, e2.originVertex, e1.originVertex) >= 0; } return ContourVertex.EdgeSign(e2.directionVertex, currentSweepVertex, e2.originVertex) <= 0; } if (e2.directionVertex == currentSweepVertex) { return ContourVertex.EdgeSign(e1.directionVertex, currentSweepVertex, e1.originVertex) >= 0; } /* General case - compute signed distance *from* e1, e2 to currentSweepVertex */ t1 = ContourVertex.EdgeEval(e1.directionVertex, currentSweepVertex, e1.originVertex); t2 = ContourVertex.EdgeEval(e2.directionVertex, currentSweepVertex, e2.originVertex); return (t1 >= t2); }
/* * Purpose: connect a "left" vertex (one where both edges go right) * to the processed portion of the mesh. Let R be the active region * containing vEvent, and let U and L be the upper and lower edge * chains of R. There are two possibilities: * * - the normal case: split R into two regions, by connecting vEvent to * the rightmost vertex of U or L lying to the left of the sweep line * * - the degenerate case: if vEvent is close enough to U or L, we * merge vEvent into that edge chain. The sub-cases are: * - merging with the rightmost vertex of U or L * - merging with the active edge of U or L * - merging with an already-processed portion of U or L */ static void ConnectLeftVertex(Tesselator tess, ContourVertex vEvent) { ActiveRegion regUp, regLo, reg; HalfEdge eUp, eLo, eNew; ActiveRegion tmp = new ActiveRegion(); /* assert( vEvent.anEdge.Onext.Onext == vEvent.anEdge ); */ /* Get a pointer to the active region containing vEvent */ tmp.upperHalfEdge = vEvent.edgeThisIsOriginOf.otherHalfOfThisEdge; /* __GL_DICTLISTKEY */ /* __gl_dictListSearch */ regUp = Dictionary.dictSearch(tess.edgeDictionary, tmp).Key; regLo = RegionBelow(regUp); eUp = regUp.upperHalfEdge; eLo = regLo.upperHalfEdge; /* Try merging with U or L first */ if (ContourVertex.EdgeSign(eUp.directionVertex, vEvent, eUp.originVertex) == 0) { ConnectLeftDegenerate(tess, regUp, vEvent); return; } /* Connect vEvent to rightmost processed vertex of either chain. * e.Dst is the vertex that we will connect to vEvent. */ reg = eLo.directionVertex.VertLeq(eUp.directionVertex) ? regUp : regLo; if (regUp.inside || reg.fixUpperEdge) { if (reg == regUp) { eNew = Mesh.meshConnect(vEvent.edgeThisIsOriginOf.otherHalfOfThisEdge, eUp.nextEdgeCCWAroundLeftFace); } else { HalfEdge tempHalfEdge = Mesh.meshConnect(eLo.Dnext, vEvent.edgeThisIsOriginOf); eNew = tempHalfEdge.otherHalfOfThisEdge; } if (reg.fixUpperEdge) { FixUpperEdge(reg, eNew); } else { ComputeWinding(tess, AddRegionBelow(tess, regUp, eNew)); } SweepEvent(tess, vEvent); } else { /* The new vertex is in a region which does not belong to the polygon. * We don''t need to connect this vertex to the rest of the mesh. */ AddRightEdges(tess, regUp, vEvent.edgeThisIsOriginOf, vEvent.edgeThisIsOriginOf, null, true); } }
static void DeleteRegion(ActiveRegion reg) { if (reg.fixUpperEdge) { /* It was created with zero winding number, so it better be * deleted with zero winding number (ie. it better not get merged * with a real edge). */ if (reg.upperHalfEdge.winding != 0) { throw new System.Exception(); } } reg.upperHalfEdge.regionThisIsUpperEdgeOf = null; reg.upperHalfEdgeDictNode.Delete(); reg = null; }
/* * Purpose: connect a "right" vertex vEvent (one where all edges go left) * to the unprocessed portion of the mesh. Since there are no right-going * edges, two regions (one above vEvent and one below) are being merged * into one. "regUp" is the upper of these two regions. * * There are two reasons for doing this (adding a right-going edge): * - if the two regions being merged are "inside", we must add an edge * to keep them separated (the combined region would not be monotone). * - in any case, we must leave some record of vEvent in the dictionary, * so that we can merge vEvent with features that we have not seen yet. * For example, maybe there is a vertical edge which passes just to * the right of vEvent; we would like to splice vEvent into this edge. * * However, we don't want to connect vEvent to just any vertex. We don''t * want the new edge to cross any other edges; otherwise we will create * intersection vertices even when the input data had no self-intersections. * (This is a bad thing; if the user's input data has no intersections, * we don't want to generate any false intersections ourselves.) * * Our eventual goal is to connect vEvent to the leftmost unprocessed * vertex of the combined region (the union of regUp and regLo). * But because of unseen vertices with all right-going edges, and also * new vertices which may be created by edge intersections, we don''t * know where that leftmost unprocessed vertex is. In the meantime, we * connect vEvent to the closest vertex of either chain, and mark the region * as "fixUpperEdge". This flag says to delete and reconnect this edge * to the next processed vertex on the boundary of the combined region. * Quite possibly the vertex we connected to will turn out to be the * closest one, in which case we won''t need to make any changes. */ static void ConnectRightVertex(Tesselator tess, ActiveRegion regUp, HalfEdge eBottomLeft) { HalfEdge eNew; HalfEdge eTopLeft = eBottomLeft.nextEdgeCCWAroundOrigin; ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; bool degenerate = false; if (eUp.directionVertex != eLo.directionVertex) { CheckForIntersect(tess, regUp); } /* Possible new degeneracies: upper or lower edge of regUp may pass * through vEvent, or may coincide with new intersection vertex */ if (eUp.originVertex.VertEq(tess.currentSweepVertex)) { Mesh.meshSplice(eTopLeft.Oprev, eUp); regUp = TopLeftRegion(regUp); eTopLeft = RegionBelow(regUp).upperHalfEdge; FinishLeftRegions(tess, RegionBelow(regUp), regLo); degenerate = true; } if (eLo.originVertex.VertEq(tess.currentSweepVertex)) { Mesh.meshSplice(eBottomLeft, eLo.Oprev); eBottomLeft = FinishLeftRegions(tess, regLo, null); degenerate = true; } if (degenerate) { AddRightEdges(tess, regUp, eBottomLeft.nextEdgeCCWAroundOrigin, eTopLeft, eTopLeft, true); return; } /* Non-degenerate situation -- need to add a temporary, fixable edge. * Connect to the closer of eLo.Org, eUp.Org. */ if (eLo.originVertex.VertLeq(eUp.originVertex)) { eNew = eLo.Oprev; } else { eNew = eUp; } eNew = Mesh.meshConnect(eBottomLeft.Lprev, eNew); /* Prevent cleanup, otherwise eNew might disappear before we've even * had a chance to mark it as a temporary edge. */ AddRightEdges(tess, regUp, eNew, eNew.nextEdgeCCWAroundOrigin, eNew.nextEdgeCCWAroundOrigin, false); eNew.otherHalfOfThisEdge.regionThisIsUpperEdgeOf.fixUpperEdge = true; WalkDirtyRegions(tess, regUp); }
static ActiveRegion RegionBelow(ActiveRegion r) { return r.upperHalfEdgeDictNode.prev.Key; }
static void WalkDirtyRegions(Tesselator tess, ActiveRegion regUp) /* * When the upper or lower edge of any region changes, the region is * marked "dirty". This routine walks through all the dirty regions * and makes sure that the dictionary invariants are satisfied * (see the comments at the beginning of this file). Of course * new dirty regions can be created as we make changes to restore * the invariants. */ { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp, eLo; for (;;) { /* Find the lowest dirty region (we walk from the bottom up). */ while (regLo.dirty) { regUp = regLo; regLo = RegionBelow(regLo); } if (!regUp.dirty) { regLo = regUp; regUp = regUp.RegionAbove(); if (regUp == null || !regUp.dirty) { /* We've walked all the dirty regions */ return; } } regUp.dirty = false; eUp = regUp.upperHalfEdge; eLo = regLo.upperHalfEdge; if (eUp.directionVertex != eLo.directionVertex) { /* Check that the edge ordering is obeyed at the Dst vertices. */ if (CheckForLeftSplice(tess, regUp)) { /* If the upper or lower edge was marked fixUpperEdge, then * we no longer need it (since these edges are needed only for * vertices which otherwise have no right-going edges). */ if (regLo.fixUpperEdge) { DeleteRegion(regLo); Mesh.DeleteHalfEdge(eLo); regLo = RegionBelow(regUp); eLo = regLo.upperHalfEdge; } else if (regUp.fixUpperEdge) { DeleteRegion(regUp); Mesh.DeleteHalfEdge(eUp); regUp = regLo.RegionAbove(); eUp = regUp.upperHalfEdge; } } } if (eUp.originVertex != eLo.originVertex) { if (eUp.directionVertex != eLo.directionVertex && !regUp.fixUpperEdge && !regLo.fixUpperEdge && (eUp.directionVertex == tess.currentSweepVertex || eLo.directionVertex == tess.currentSweepVertex)) { /* When all else fails in CheckForIntersect(), it uses tess.currentSweepVertex * as the intersection location. To make this possible, it requires * that tess.currentSweepVertex lie between the upper and lower edges, and also * that neither of these is marked fixUpperEdge (since in the worst * case it might splice one of these edges into tess.currentSweepVertex, and * violate the invariant that fixable edges are the only right-going * edge from their associated vertex). */ if (CheckForIntersect(tess, regUp)) { /* WalkDirtyRegions() was called recursively; we're done */ return; } } else { /* Even though we can't use CheckForIntersect(), the Org vertices * may violate the dictionary edge ordering. Check and correct this. */ CheckForRightSplice(tess, regUp); } } if (eUp.originVertex == eLo.originVertex && eUp.directionVertex == eLo.directionVertex) { /* A degenerate loop consisting of only two edges -- delete it. */ AddWinding(eLo, eUp); DeleteRegion(regUp); Mesh.DeleteHalfEdge(eUp); regUp = regLo.RegionAbove(); } } }
static ActiveRegion TopRightRegion(ActiveRegion reg) { ContourVertex dst = reg.upperHalfEdge.directionVertex; /* Find the region above the uppermost edge with the same destination */ do { reg = reg.RegionAbove(); } while (reg.upperHalfEdge.directionVertex == dst); return reg; }
static void ConnectRightVertex(Tesselator tess, ActiveRegion regUp, HalfEdge eBottomLeft) /* * Purpose: connect a "right" vertex vEvent (one where all edges go left) * to the unprocessed portion of the mesh. Since there are no right-going * edges, two regions (one above vEvent and one below) are being merged * into one. "regUp" is the upper of these two regions. * * There are two reasons for doing this (adding a right-going edge): * - if the two regions being merged are "inside", we must add an edge * to keep them separated (the combined region would not be monotone). * - in any case, we must leave some record of vEvent in the dictionary, * so that we can merge vEvent with features that we have not seen yet. * For example, maybe there is a vertical edge which passes just to * the right of vEvent; we would like to splice vEvent into this edge. * * However, we don't want to connect vEvent to just any vertex. We don''t * want the new edge to cross any other edges; otherwise we will create * intersection vertices even when the input data had no self-intersections. * (This is a bad thing; if the user's input data has no intersections, * we don't want to generate any false intersections ourselves.) * * Our eventual goal is to connect vEvent to the leftmost unprocessed * vertex of the combined region (the union of regUp and regLo). * But because of unseen vertices with all right-going edges, and also * new vertices which may be created by edge intersections, we don''t * know where that leftmost unprocessed vertex is. In the meantime, we * connect vEvent to the closest vertex of either chain, and mark the region * as "fixUpperEdge". This flag says to delete and reconnect this edge * to the next processed vertex on the boundary of the combined region. * Quite possibly the vertex we connected to will turn out to be the * closest one, in which case we won''t need to make any changes. */ { HalfEdge eNew; HalfEdge eTopLeft = eBottomLeft.nextEdgeCCWAroundOrigin; ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; bool degenerate = false; if (eUp.directionVertex != eLo.directionVertex) { CheckForIntersect(tess, regUp); } /* Possible new degeneracies: upper or lower edge of regUp may pass * through vEvent, or may coincide with new intersection vertex */ if (eUp.originVertex.VertEq(tess.currentSweepVertex)) { Mesh.meshSplice(eTopLeft.Oprev, eUp); regUp = TopLeftRegion(regUp); eTopLeft = RegionBelow(regUp).upperHalfEdge; FinishLeftRegions(tess, RegionBelow(regUp), regLo); degenerate = true; } if (eLo.originVertex.VertEq(tess.currentSweepVertex)) { Mesh.meshSplice(eBottomLeft, eLo.Oprev); eBottomLeft = FinishLeftRegions(tess, regLo, null); degenerate = true; } if (degenerate) { AddRightEdges(tess, regUp, eBottomLeft.nextEdgeCCWAroundOrigin, eTopLeft, eTopLeft, true); return; } /* Non-degenerate situation -- need to add a temporary, fixable edge. * Connect to the closer of eLo.Org, eUp.Org. */ if (eLo.originVertex.VertLeq(eUp.originVertex)) { eNew = eLo.Oprev; } else { eNew = eUp; } eNew = Mesh.meshConnect(eBottomLeft.Lprev, eNew); /* Prevent cleanup, otherwise eNew might disappear before we've even * had a chance to mark it as a temporary edge. */ AddRightEdges(tess, regUp, eNew, eNew.nextEdgeCCWAroundOrigin, eNew.nextEdgeCCWAroundOrigin, false); eNew.otherHalfOfThisEdge.regionThisIsUpperEdgeOf.fixUpperEdge = true; WalkDirtyRegions(tess, regUp); }
static void ComputeWinding(Tesselator tess, ActiveRegion reg) { reg.windingNumber = reg.RegionAbove().windingNumber + reg.upperHalfEdge.winding; reg.inside = tess.IsWindingInside(reg.windingNumber); }
static void ConnectLeftDegenerate(Tesselator tess, ActiveRegion regUp, ContourVertex vEvent) /* * The currentSweepVertex vertex lies exactly on an already-processed edge or vertex. * Adding the new vertex involves splicing it into the already-processed * part of the mesh. */ { HalfEdge e, eTopLeft, eTopRight, eLast; ActiveRegion reg; e = regUp.upperHalfEdge; if (e.originVertex.VertEq(vEvent)) { /* e.Org is an unprocessed vertex - just combine them, and wait * for e.Org to be pulled from the queue */ SpliceMergeVertices(tess, e, vEvent.edgeThisIsOriginOf); return; } if (!e.directionVertex.VertEq(vEvent)) { /* General case -- splice vEvent into edge e which passes through it */ Mesh.meshSplitEdge(e.otherHalfOfThisEdge); if (regUp.fixUpperEdge) { /* This edge was fixable -- delete unused portion of original edge */ Mesh.DeleteHalfEdge(e.nextEdgeCCWAroundOrigin); regUp.fixUpperEdge = false; } Mesh.meshSplice(vEvent.edgeThisIsOriginOf, e); SweepEvent(tess, vEvent); /* recurse */ return; } /* vEvent coincides with e.Dst, which has already been processed. * Splice in the additional right-going edges. */ regUp = TopRightRegion(regUp); reg = RegionBelow(regUp); eTopRight = reg.upperHalfEdge.otherHalfOfThisEdge; eTopLeft = eLast = eTopRight.nextEdgeCCWAroundOrigin; if (reg.fixUpperEdge) { /* Here e.Dst has only a single fixable edge going right. * We can delete it since now we have some real right-going edges. */ if (eTopLeft == eTopRight) { throw new Exception(); /* there are some left edges too */ } DeleteRegion(reg); Mesh.DeleteHalfEdge(eTopRight); eTopRight = eTopLeft.Oprev; } Mesh.meshSplice(vEvent.edgeThisIsOriginOf, eTopRight); if (!eTopLeft.EdgeGoesLeft()) { /* e.Dst had no left-going edges -- indicate this to AddRightEdges() */ eTopLeft = null; } AddRightEdges(tess, regUp, eTopRight.nextEdgeCCWAroundOrigin, eLast, eTopLeft, true); }
static HalfEdge FinishLeftRegions(Tesselator tess, ActiveRegion regFirst, ActiveRegion regLast) /* * We are given a vertex with one or more left-going edges. All affected * edges should be in the edge dictionary. Starting at regFirst.eUp, * we walk down deleting all regions where both edges have the same * origin vOrg. At the same time we copy the "inside" flag from the * active region to the face, since at this point each face will belong * to at most one region (this was not necessarily true until this point * in the sweep). The walk stops at the region above regLast; if regLast * is null we walk as far as possible. At the same time we relink the * mesh if necessary, so that the ordering of edges around vOrg is the * same as in the dictionary. */ { ActiveRegion reg, regPrev; HalfEdge e, ePrev; regPrev = regFirst; ePrev = regFirst.upperHalfEdge; while (regPrev != regLast) { regPrev.fixUpperEdge = false; /* placement was OK */ reg = RegionBelow(regPrev); e = reg.upperHalfEdge; if (e.originVertex != ePrev.originVertex) { if (!reg.fixUpperEdge) { /* Remove the last left-going edge. Even though there are no further * edges in the dictionary with this origin, there may be further * such edges in the mesh (if we are adding left edges to a vertex * that has already been processed). Thus it is important to call * FinishRegion rather than just DeleteRegion. */ FinishRegion(tess, regPrev); break; } /* If the edge below was a temporary edge introduced by * ConnectRightVertex, now is the time to fix it. */ e = Mesh.meshConnect(ePrev.Lprev, e.otherHalfOfThisEdge); FixUpperEdge(reg, e); } /* Relink edges so that ePrev.Onext == e */ if (ePrev.nextEdgeCCWAroundOrigin != e) { Mesh.meshSplice(e.Oprev, e); Mesh.meshSplice(ePrev, e); } FinishRegion(tess, regPrev); /* may change reg.eUp */ ePrev = reg.upperHalfEdge; regPrev = reg; } return ePrev; }
static void ConnectLeftVertex(Tesselator tess, ContourVertex vEvent) /* * Purpose: connect a "left" vertex (one where both edges go right) * to the processed portion of the mesh. Let R be the active region * containing vEvent, and let U and L be the upper and lower edge * chains of R. There are two possibilities: * * - the normal case: split R into two regions, by connecting vEvent to * the rightmost vertex of U or L lying to the left of the sweep line * * - the degenerate case: if vEvent is close enough to U or L, we * merge vEvent into that edge chain. The sub-cases are: * - merging with the rightmost vertex of U or L * - merging with the active edge of U or L * - merging with an already-processed portion of U or L */ { ActiveRegion regUp, regLo, reg; HalfEdge eUp, eLo, eNew; ActiveRegion tmp = new ActiveRegion(); /* assert( vEvent.anEdge.Onext.Onext == vEvent.anEdge ); */ /* Get a pointer to the active region containing vEvent */ tmp.upperHalfEdge = vEvent.edgeThisIsOriginOf.otherHalfOfThisEdge; /* __GL_DICTLISTKEY */ /* __gl_dictListSearch */ regUp = Dictionary.dictSearch(tess.edgeDictionary, tmp).Key; regLo = RegionBelow(regUp); eUp = regUp.upperHalfEdge; eLo = regLo.upperHalfEdge; /* Try merging with U or L first */ if (ContourVertex.EdgeSign(eUp.directionVertex, vEvent, eUp.originVertex) == 0) { ConnectLeftDegenerate(tess, regUp, vEvent); return; } /* Connect vEvent to rightmost processed vertex of either chain. * e.Dst is the vertex that we will connect to vEvent. */ reg = eLo.directionVertex.VertLeq(eUp.directionVertex) ? regUp : regLo; if (regUp.inside || reg.fixUpperEdge) { if (reg == regUp) { eNew = Mesh.meshConnect(vEvent.edgeThisIsOriginOf.otherHalfOfThisEdge, eUp.nextEdgeCCWAroundLeftFace); } else { HalfEdge tempHalfEdge = Mesh.meshConnect(eLo.Dnext, vEvent.edgeThisIsOriginOf); eNew = tempHalfEdge.otherHalfOfThisEdge; } if (reg.fixUpperEdge) { FixUpperEdge(reg, eNew); } else { ComputeWinding(tess, AddRegionBelow(tess, regUp, eNew)); } SweepEvent(tess, vEvent); } else { /* The new vertex is in a region which does not belong to the polygon. * We don''t need to connect this vertex to the rest of the mesh. */ AddRightEdges(tess, regUp, vEvent.edgeThisIsOriginOf, vEvent.edgeThisIsOriginOf, null, true); } }
static bool CheckForRightSplice(Tesselator tess, ActiveRegion regUp) /* * Check the upper and lower edge of "regUp", to make sure that the * eUp.Org is above eLo, or eLo.Org is below eUp (depending on which * origin is leftmost). * * The main purpose is to splice right-going edges with the same * dest vertex and nearly identical slopes (ie. we can't distinguish * the slopes numerically). However the splicing can also help us * to recover from numerical errors. For example, suppose at one * point we checked eUp and eLo, and decided that eUp.Org is barely * above eLo. Then later, we split eLo into two edges (eg. from * a splice operation like this one). This can change the result of * our test so that now eUp.Org is incident to eLo, or barely below it. * We must correct this condition to maintain the dictionary invariants. * * One possibility is to check these edges for intersection again * (ie. CheckForIntersect). This is what we do if possible. However * CheckForIntersect requires that tess.currentSweepVertex lies between eUp and eLo, * so that it has something to fall back on when the intersection * calculation gives us an unusable answer. So, for those cases where * we can't check for intersection, this routine fixes the problem * by just splicing the offending vertex into the other edge. * This is a guaranteed solution, no matter how degenerate things get. * Basically this is a combinatorial solution to a numerical problem. */ { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; if (eUp.originVertex.VertLeq(eLo.originVertex)) { if (ContourVertex.EdgeSign(eLo.directionVertex, eUp.originVertex, eLo.originVertex) > 0) { return false; } /* eUp.Org appears to be below eLo */ if (!eUp.originVertex.VertEq(eLo.originVertex)) { /* Splice eUp.Org into eLo */ Mesh.meshSplitEdge(eLo.otherHalfOfThisEdge); Mesh.meshSplice(eUp, eLo.Oprev); regUp.dirty = regLo.dirty = true; } else if (eUp.originVertex != eLo.originVertex) { /* merge the two vertices, discarding eUp.Org */ tess.vertexPriorityQue.Delete(eUp.originVertex.priorityQueueHandle); //pqDelete(tess.pq, eUp.Org.pqHandle); /* __gl_pqSortDelete */ SpliceMergeVertices(tess, eLo.Oprev, eUp); } } else { if (ContourVertex.EdgeSign(eUp.directionVertex, eLo.originVertex, eUp.originVertex) < 0) { return false; } /* eLo.Org appears to be above eUp, so splice eLo.Org into eUp */ regUp.RegionAbove().dirty = regUp.dirty = true; Mesh.meshSplitEdge(eUp.otherHalfOfThisEdge); Mesh.meshSplice(eLo.Oprev, eUp); } return true; }
static void AddSentinel(Tesselator tess, double t) /* * We add two sentinel edges above and below all other edges, * to avoid special cases at the top and bottom. */ { HalfEdge halfEdge; ActiveRegion activeRedion = new ActiveRegion(); halfEdge = tess.mesh.MakeEdge(); halfEdge.originVertex.x = SENTINEL_COORD; halfEdge.originVertex.y = t; halfEdge.directionVertex.x = -SENTINEL_COORD; halfEdge.directionVertex.y = t; tess.currentSweepVertex = halfEdge.directionVertex; /* initialize it */ activeRedion.upperHalfEdge = halfEdge; activeRedion.windingNumber = 0; activeRedion.inside = false; activeRedion.fixUpperEdge = false; activeRedion.sentinel = true; activeRedion.dirty = false; activeRedion.upperHalfEdgeDictNode = tess.edgeDictionary.Insert(activeRedion); /* __gl_dictListInsertBefore */ }
static bool CheckForIntersect(Tesselator tess, ActiveRegion regUp) /* * Check the upper and lower edges of the given region to see if * they intersect. If so, create the intersection and add it * to the data structures. * * Returns true if adding the new intersection resulted in a recursive * call to AddRightEdges(); in this case all "dirty" regions have been * checked for intersections, and possibly regUp has been deleted. */ { ActiveRegion regLo = RegionBelow(regUp); HalfEdge eUp = regUp.upperHalfEdge; HalfEdge eLo = regLo.upperHalfEdge; ContourVertex orgUp = eUp.originVertex; ContourVertex orgLo = eLo.originVertex; ContourVertex dstUp = eUp.directionVertex; ContourVertex dstLo = eLo.directionVertex; double tMinUp, tMaxLo; ContourVertex isect = new ContourVertex(); ContourVertex orgMin; HalfEdge e; if (dstLo.VertEq(dstUp)) { throw new Exception(); } if (ContourVertex.EdgeSign(dstUp, tess.currentSweepVertex, orgUp) > 0) { throw new Exception(); } if (ContourVertex.EdgeSign(dstLo, tess.currentSweepVertex, orgLo) < 0) { throw new Exception(); } if (orgUp == tess.currentSweepVertex || orgLo == tess.currentSweepVertex) { throw new Exception(); } if (regUp.fixUpperEdge || regLo.fixUpperEdge) { throw new Exception(); } if (orgUp == orgLo) { return false; /* right endpoints are the same */ } tMinUp = Math.Min(orgUp.y, dstUp.y); tMaxLo = Math.Max(orgLo.y, dstLo.y); if (tMinUp > tMaxLo) { return false; /* t ranges do not overlap */ } if (orgUp.VertLeq(orgLo)) { if (ContourVertex.EdgeSign(dstLo, orgUp, orgLo) > 0) { return false; } } else { if (ContourVertex.EdgeSign(dstUp, orgLo, orgUp) < 0) { return false; } } EdgeIntersect(dstUp, orgUp, dstLo, orgLo, ref isect); // The following properties are guaranteed: if (!(Math.Min(orgUp.y, dstUp.y) <= isect.y)) { throw new System.Exception(); } if (!(isect.y <= Math.Max(orgLo.y, dstLo.y))) { throw new System.Exception(); } if (!(Math.Min(dstLo.x, dstUp.x) <= isect.x)) { throw new System.Exception(); } if (!(isect.x <= Math.Max(orgLo.x, orgUp.x))) { throw new System.Exception(); } if (isect.VertLeq(tess.currentSweepVertex)) { /* The intersection point lies slightly to the left of the sweep line, * so move it until it''s slightly to the right of the sweep line. * (If we had perfect numerical precision, this would never happen * in the first place). The easiest and safest thing to do is * replace the intersection by tess.currentSweepVertex. */ isect.x = tess.currentSweepVertex.x; isect.y = tess.currentSweepVertex.y; } /* Similarly, if the computed intersection lies to the right of the * rightmost origin (which should rarely happen), it can cause * unbelievable inefficiency on sufficiently degenerate inputs. * (If you have the test program, try running test54.d with the * "X zoom" option turned on). */ orgMin = orgUp.VertLeq(orgLo) ? orgUp : orgLo; if (orgMin.VertLeq(isect)) { isect.x = orgMin.x; isect.y = orgMin.y; } if (isect.VertEq(orgUp) || isect.VertEq(orgLo)) { /* Easy case -- intersection at one of the right endpoints */ CheckForRightSplice(tess, regUp); return false; } if ((!dstUp.VertEq(tess.currentSweepVertex) && ContourVertex.EdgeSign(dstUp, tess.currentSweepVertex, isect) >= 0) || (!dstLo.VertEq(tess.currentSweepVertex) && ContourVertex.EdgeSign(dstLo, tess.currentSweepVertex, isect) <= 0)) { /* Very unusual -- the new upper or lower edge would pass on the * wrong side of the sweep currentSweepVertex, or through it. This can happen * due to very small numerical errors in the intersection calculation. */ if (dstLo == tess.currentSweepVertex) { /* Splice dstLo into eUp, and process the new region(s) */ Mesh.meshSplitEdge(eUp.otherHalfOfThisEdge); Mesh.meshSplice(eLo.otherHalfOfThisEdge, eUp); regUp = TopLeftRegion(regUp); eUp = RegionBelow(regUp).upperHalfEdge; FinishLeftRegions(tess, RegionBelow(regUp), regLo); AddRightEdges(tess, regUp, eUp.Oprev, eUp, eUp, true); return true; } if (dstUp == tess.currentSweepVertex) { /* Splice dstUp into eLo, and process the new region(s) */ Mesh.meshSplitEdge(eLo.otherHalfOfThisEdge); Mesh.meshSplice(eUp.nextEdgeCCWAroundLeftFace, eLo.Oprev); regLo = regUp; regUp = TopRightRegion(regUp); e = RegionBelow(regUp).upperHalfEdge.Rprev; regLo.upperHalfEdge = eLo.Oprev; eLo = FinishLeftRegions(tess, regLo, null); AddRightEdges(tess, regUp, eLo.nextEdgeCCWAroundOrigin, eUp.Rprev, e, true); return true; } /* Special case: called from ConnectRightVertex. If either * edge passes on the wrong side of tess.currentSweepVertex, split it * (and wait for ConnectRightVertex to splice it appropriately). */ if (ContourVertex.EdgeSign(dstUp, tess.currentSweepVertex, isect) >= 0) { regUp.RegionAbove().dirty = regUp.dirty = true; Mesh.meshSplitEdge(eUp.otherHalfOfThisEdge); eUp.originVertex.x = tess.currentSweepVertex.x; eUp.originVertex.y = tess.currentSweepVertex.y; } if (ContourVertex.EdgeSign(dstLo, tess.currentSweepVertex, isect) <= 0) { regUp.dirty = regLo.dirty = true; Mesh.meshSplitEdge(eLo.otherHalfOfThisEdge); eLo.originVertex.x = tess.currentSweepVertex.x; eLo.originVertex.y = tess.currentSweepVertex.y; } /* leave the rest for ConnectRightVertex */ return false; } /* General case -- split both edges, splice into new vertex. * When we do the splice operation, the order of the arguments is * arbitrary as far as correctness goes. However, when the operation * creates a new face, the work done is proportional to the size of * the new face. We expect the faces in the processed part of * the mesh (ie. eUp.Lface) to be smaller than the faces in the * unprocessed original contours (which will be eLo.Oprev.Lface). */ Mesh.meshSplitEdge(eUp.otherHalfOfThisEdge); Mesh.meshSplitEdge(eLo.otherHalfOfThisEdge); Mesh.meshSplice(eLo.Oprev, eUp); eUp.originVertex.x = isect.x; eUp.originVertex.y = isect.y; tess.vertexPriorityQue.Add(out eUp.originVertex.priorityQueueHandle, eUp.originVertex); /* __gl_pqSortInsert */ GetIntersectData(tess, eUp.originVertex, orgUp, dstUp, orgLo, dstLo); regUp.RegionAbove().dirty = regUp.dirty = regLo.dirty = true; return false; }
/* * We are given a vertex with one or more left-going edges. All affected * edges should be in the edge dictionary. Starting at regFirst.eUp, * we walk down deleting all regions where both edges have the same * origin vOrg. At the same time we copy the "inside" flag from the * active region to the face, since at this point each face will belong * to at most one region (this was not necessarily true until this point * in the sweep). The walk stops at the region above regLast; if regLast * is null we walk as far as possible. At the same time we relink the * mesh if necessary, so that the ordering of edges around vOrg is the * same as in the dictionary. */ static HalfEdge FinishLeftRegions(Tesselator tess, ActiveRegion regFirst, ActiveRegion regLast) { ActiveRegion reg, regPrev; HalfEdge e, ePrev; regPrev = regFirst; ePrev = regFirst.upperHalfEdge; while (regPrev != regLast) { regPrev.fixUpperEdge = false; /* placement was OK */ reg = RegionBelow(regPrev); e = reg.upperHalfEdge; if (e.originVertex != ePrev.originVertex) { if (!reg.fixUpperEdge) { /* Remove the last left-going edge. Even though there are no further * edges in the dictionary with this origin, there may be further * such edges in the mesh (if we are adding left edges to a vertex * that has already been processed). Thus it is important to call * FinishRegion rather than just DeleteRegion. */ FinishRegion(tess, regPrev); break; } /* If the edge below was a temporary edge introduced by * ConnectRightVertex, now is the time to fix it. */ e = Mesh.meshConnect(ePrev.Lprev, e.otherHalfOfThisEdge); FixUpperEdge(reg, e); } /* Relink edges so that ePrev.Onext == e */ if (ePrev.nextEdgeCCWAroundOrigin != e) { Mesh.meshSplice(e.Oprev, e); Mesh.meshSplice(ePrev, e); } FinishRegion(tess, regPrev); /* may change reg.eUp */ ePrev = reg.upperHalfEdge; regPrev = reg; } return ePrev; }