normal.c 7.6 KB

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  1. /*
  2. * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
  3. * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
  4. *
  5. * Permission is hereby granted, free of charge, to any person obtaining a
  6. * copy of this software and associated documentation files (the "Software"),
  7. * to deal in the Software without restriction, including without limitation
  8. * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  9. * and/or sell copies of the Software, and to permit persons to whom the
  10. * Software is furnished to do so, subject to the following conditions:
  11. *
  12. * The above copyright notice including the dates of first publication and
  13. * either this permission notice or a reference to
  14. * http://oss.sgi.com/projects/FreeB/
  15. * shall be included in all copies or substantial portions of the Software.
  16. *
  17. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  18. * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
  20. * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  21. * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
  22. * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  23. * SOFTWARE.
  24. *
  25. * Except as contained in this notice, the name of Silicon Graphics, Inc.
  26. * shall not be used in advertising or otherwise to promote the sale, use or
  27. * other dealings in this Software without prior written authorization from
  28. * Silicon Graphics, Inc.
  29. */
  30. /*
  31. ** Author: Eric Veach, July 1994.
  32. **
  33. */
  34. #include "gluos.h"
  35. #include "mesh.h"
  36. #include "tess.h"
  37. #include "normal.h"
  38. #include <math.h>
  39. #include <assert.h>
  40. #ifndef TRUE
  41. #define TRUE 1
  42. #endif
  43. #ifndef FALSE
  44. #define FALSE 0
  45. #endif
  46. #define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
  47. #if 0
  48. static void Normalize( GLdouble v[3] )
  49. {
  50. GLdouble len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
  51. assert( len > 0 );
  52. len = sqrt( len );
  53. v[0] /= len;
  54. v[1] /= len;
  55. v[2] /= len;
  56. }
  57. #endif
  58. #undef ABS
  59. #define ABS(x) ((x) < 0 ? -(x) : (x))
  60. static int LongAxis( GLdouble v[3] )
  61. {
  62. int i = 0;
  63. if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
  64. if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
  65. return i;
  66. }
  67. static void ComputeNormal( GLUtesselator *tess, GLdouble norm[3] )
  68. {
  69. GLUvertex *v, *v1, *v2;
  70. GLdouble c, tLen2, maxLen2;
  71. GLdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
  72. GLUvertex *maxVert[3], *minVert[3];
  73. GLUvertex *vHead = &tess->mesh->vHead;
  74. int i;
  75. maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
  76. minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
  77. for( v = vHead->next; v != vHead; v = v->next ) {
  78. for( i = 0; i < 3; ++i ) {
  79. c = v->coords[i];
  80. if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
  81. if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
  82. }
  83. }
  84. /* Find two vertices separated by at least 1/sqrt(3) of the maximum
  85. * distance between any two vertices
  86. */
  87. i = 0;
  88. if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
  89. if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
  90. if( minVal[i] >= maxVal[i] ) {
  91. /* All vertices are the same -- normal doesn't matter */
  92. norm[0] = 0; norm[1] = 0; norm[2] = 1;
  93. return;
  94. }
  95. /* Look for a third vertex which forms the triangle with maximum area
  96. * (Length of normal == twice the triangle area)
  97. */
  98. maxLen2 = 0;
  99. v1 = minVert[i];
  100. v2 = maxVert[i];
  101. d1[0] = v1->coords[0] - v2->coords[0];
  102. d1[1] = v1->coords[1] - v2->coords[1];
  103. d1[2] = v1->coords[2] - v2->coords[2];
  104. for( v = vHead->next; v != vHead; v = v->next ) {
  105. d2[0] = v->coords[0] - v2->coords[0];
  106. d2[1] = v->coords[1] - v2->coords[1];
  107. d2[2] = v->coords[2] - v2->coords[2];
  108. tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
  109. tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
  110. tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
  111. tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
  112. if( tLen2 > maxLen2 ) {
  113. maxLen2 = tLen2;
  114. norm[0] = tNorm[0];
  115. norm[1] = tNorm[1];
  116. norm[2] = tNorm[2];
  117. }
  118. }
  119. if( maxLen2 <= 0 ) {
  120. /* All points lie on a single line -- any decent normal will do */
  121. norm[0] = norm[1] = norm[2] = 0;
  122. norm[LongAxis(d1)] = 1;
  123. }
  124. }
  125. static void CheckOrientation( GLUtesselator *tess )
  126. {
  127. GLdouble area;
  128. GLUface *f, *fHead = &tess->mesh->fHead;
  129. GLUvertex *v, *vHead = &tess->mesh->vHead;
  130. GLUhalfEdge *e;
  131. /* When we compute the normal automatically, we choose the orientation
  132. * so that the sum of the signed areas of all contours is non-negative.
  133. */
  134. area = 0;
  135. for( f = fHead->next; f != fHead; f = f->next ) {
  136. e = f->anEdge;
  137. if( e->winding <= 0 ) continue;
  138. do {
  139. area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
  140. e = e->Lnext;
  141. } while( e != f->anEdge );
  142. }
  143. if( area < 0 ) {
  144. /* Reverse the orientation by flipping all the t-coordinates */
  145. for( v = vHead->next; v != vHead; v = v->next ) {
  146. v->t = - v->t;
  147. }
  148. tess->tUnit[0] = - tess->tUnit[0];
  149. tess->tUnit[1] = - tess->tUnit[1];
  150. tess->tUnit[2] = - tess->tUnit[2];
  151. }
  152. }
  153. #ifdef FOR_TRITE_TEST_PROGRAM
  154. #include <stdlib.h>
  155. extern int RandomSweep;
  156. #define S_UNIT_X (RandomSweep ? (2*drand48()-1) : 1.0)
  157. #define S_UNIT_Y (RandomSweep ? (2*drand48()-1) : 0.0)
  158. #else
  159. #if defined(SLANTED_SWEEP)
  160. /* The "feature merging" is not intended to be complete. There are
  161. * special cases where edges are nearly parallel to the sweep line
  162. * which are not implemented. The algorithm should still behave
  163. * robustly (ie. produce a reasonable tesselation) in the presence
  164. * of such edges, however it may miss features which could have been
  165. * merged. We could minimize this effect by choosing the sweep line
  166. * direction to be something unusual (ie. not parallel to one of the
  167. * coordinate axes).
  168. */
  169. #define S_UNIT_X 0.50941539564955385 /* Pre-normalized */
  170. #define S_UNIT_Y 0.86052074622010633
  171. #else
  172. #define S_UNIT_X 1.0
  173. #define S_UNIT_Y 0.0
  174. #endif
  175. #endif
  176. /* Determine the polygon normal and project vertices onto the plane
  177. * of the polygon.
  178. */
  179. void __gl_projectPolygon( GLUtesselator *tess )
  180. {
  181. GLUvertex *v, *vHead = &tess->mesh->vHead;
  182. GLdouble norm[3];
  183. GLdouble *sUnit, *tUnit;
  184. int i, computedNormal = FALSE;
  185. norm[0] = tess->normal[0];
  186. norm[1] = tess->normal[1];
  187. norm[2] = tess->normal[2];
  188. if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
  189. ComputeNormal( tess, norm );
  190. computedNormal = TRUE;
  191. }
  192. sUnit = tess->sUnit;
  193. tUnit = tess->tUnit;
  194. i = LongAxis( norm );
  195. #if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
  196. /* Choose the initial sUnit vector to be approximately perpendicular
  197. * to the normal.
  198. */
  199. Normalize( norm );
  200. sUnit[i] = 0;
  201. sUnit[(i+1)%3] = S_UNIT_X;
  202. sUnit[(i+2)%3] = S_UNIT_Y;
  203. /* Now make it exactly perpendicular */
  204. w = Dot( sUnit, norm );
  205. sUnit[0] -= w * norm[0];
  206. sUnit[1] -= w * norm[1];
  207. sUnit[2] -= w * norm[2];
  208. Normalize( sUnit );
  209. /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
  210. tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
  211. tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
  212. tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
  213. Normalize( tUnit );
  214. #else
  215. /* Project perpendicular to a coordinate axis -- better numerically */
  216. sUnit[i] = 0;
  217. sUnit[(i+1)%3] = S_UNIT_X;
  218. sUnit[(i+2)%3] = S_UNIT_Y;
  219. tUnit[i] = 0;
  220. tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
  221. tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
  222. #endif
  223. /* Project the vertices onto the sweep plane */
  224. for( v = vHead->next; v != vHead; v = v->next ) {
  225. v->s = Dot( v->coords, sUnit );
  226. v->t = Dot( v->coords, tUnit );
  227. }
  228. if( computedNormal ) {
  229. CheckOrientation( tess );
  230. }
  231. }