wined3d: Pass a wined3d_device_context to wined3d_cs_emit_blt_sub_resource().
[wine/zf.git] / dlls / glu32 / mesh.h
blobe877b7fbd8a96bf8503a5fefa5c409ae8295c8be
1 /*
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31 ** Author: Eric Veach, July 1994.
35 #ifndef __mesh_h_
36 #define __mesh_h_
38 #include "wine/glu.h"
40 typedef struct GLUmesh GLUmesh;
42 typedef struct GLUvertex GLUvertex;
43 typedef struct GLUface GLUface;
44 typedef struct GLUhalfEdge GLUhalfEdge;
46 typedef struct ActiveRegion ActiveRegion; /* Internal data */
48 /* The mesh structure is similar in spirit, notation, and operations
49 * to the "quad-edge" structure (see L. Guibas and J. Stolfi, Primitives
50 * for the manipulation of general subdivisions and the computation of
51 * Voronoi diagrams, ACM Transactions on Graphics, 4(2):74-123, April 1985).
52 * For a simplified description, see the course notes for CS348a,
53 * "Mathematical Foundations of Computer Graphics", available at the
54 * Stanford bookstore (and taught during the fall quarter).
55 * The implementation also borrows a tiny subset of the graph-based approach
56 * use in Mantyla's Geometric Work Bench (see M. Mantyla, An Introduction
57 * to Sold Modeling, Computer Science Press, Rockville, Maryland, 1988).
59 * The fundamental data structure is the "half-edge". Two half-edges
60 * go together to make an edge, but they point in opposite directions.
61 * Each half-edge has a pointer to its mate (the "symmetric" half-edge Sym),
62 * its origin vertex (Org), the face on its left side (Lface), and the
63 * adjacent half-edges in the CCW direction around the origin vertex
64 * (Onext) and around the left face (Lnext). There is also a "next"
65 * pointer for the global edge list (see below).
67 * The notation used for mesh navigation:
68 * Sym = the mate of a half-edge (same edge, but opposite direction)
69 * Onext = edge CCW around origin vertex (keep same origin)
70 * Dnext = edge CCW around destination vertex (keep same dest)
71 * Lnext = edge CCW around left face (dest becomes new origin)
72 * Rnext = edge CCW around right face (origin becomes new dest)
74 * "prev" means to substitute CW for CCW in the definitions above.
76 * The mesh keeps global lists of all vertices, faces, and edges,
77 * stored as doubly-linked circular lists with a dummy header node.
78 * The mesh stores pointers to these dummy headers (vHead, fHead, eHead).
80 * The circular edge list is special; since half-edges always occur
81 * in pairs (e and e->Sym), each half-edge stores a pointer in only
82 * one direction. Starting at eHead and following the e->next pointers
83 * will visit each *edge* once (ie. e or e->Sym, but not both).
84 * e->Sym stores a pointer in the opposite direction, thus it is
85 * always true that e->Sym->next->Sym->next == e.
87 * Each vertex has a pointer to next and previous vertices in the
88 * circular list, and a pointer to a half-edge with this vertex as
89 * the origin (NULL if this is the dummy header). There is also a
90 * field "data" for client data.
92 * Each face has a pointer to the next and previous faces in the
93 * circular list, and a pointer to a half-edge with this face as
94 * the left face (NULL if this is the dummy header). There is also
95 * a field "data" for client data.
97 * Note that what we call a "face" is really a loop; faces may consist
98 * of more than one loop (ie. not simply connected), but there is no
99 * record of this in the data structure. The mesh may consist of
100 * several disconnected regions, so it may not be possible to visit
101 * the entire mesh by starting at a half-edge and traversing the edge
102 * structure.
104 * The mesh does NOT support isolated vertices; a vertex is deleted along
105 * with its last edge. Similarly when two faces are merged, one of the
106 * faces is deleted (see __gl_meshDelete below). For mesh operations,
107 * all face (loop) and vertex pointers must not be NULL. However, once
108 * mesh manipulation is finished, __gl_MeshZapFace can be used to delete
109 * faces of the mesh, one at a time. All external faces can be "zapped"
110 * before the mesh is returned to the client; then a NULL face indicates
111 * a region which is not part of the output polygon.
114 struct GLUvertex {
115 GLUvertex *next; /* next vertex (never NULL) */
116 GLUvertex *prev; /* previous vertex (never NULL) */
117 GLUhalfEdge *anEdge; /* a half-edge with this origin */
118 void *data; /* client's data */
120 /* Internal data (keep hidden) */
121 GLdouble coords[3]; /* vertex location in 3D */
122 GLdouble s, t; /* projection onto the sweep plane */
123 long pqHandle; /* to allow deletion from priority queue */
126 struct GLUface {
127 GLUface *next; /* next face (never NULL) */
128 GLUface *prev; /* previous face (never NULL) */
129 GLUhalfEdge *anEdge; /* a half edge with this left face */
130 void *data; /* room for client's data */
132 /* Internal data (keep hidden) */
133 GLUface *trail; /* "stack" for conversion to strips */
134 GLboolean marked; /* flag for conversion to strips */
135 GLboolean inside; /* this face is in the polygon interior */
138 struct GLUhalfEdge {
139 GLUhalfEdge *next; /* doubly-linked list (prev==Sym->next) */
140 GLUhalfEdge *Sym; /* same edge, opposite direction */
141 GLUhalfEdge *Onext; /* next edge CCW around origin */
142 GLUhalfEdge *Lnext; /* next edge CCW around left face */
143 GLUvertex *Org; /* origin vertex (Overtex too long) */
144 GLUface *Lface; /* left face */
146 /* Internal data (keep hidden) */
147 ActiveRegion *activeRegion; /* a region with this upper edge (sweep.c) */
148 int winding; /* change in winding number when crossing
149 from the right face to the left face */
152 #define Rface Sym->Lface
153 #define Dst Sym->Org
155 #define Oprev Sym->Lnext
156 #define Lprev Onext->Sym
157 #define Dprev Lnext->Sym
158 #define Rprev Sym->Onext
159 #define Dnext Rprev->Sym /* 3 pointers */
160 #define Rnext Oprev->Sym /* 3 pointers */
163 struct GLUmesh {
164 GLUvertex vHead; /* dummy header for vertex list */
165 GLUface fHead; /* dummy header for face list */
166 GLUhalfEdge eHead; /* dummy header for edge list */
167 GLUhalfEdge eHeadSym; /* and its symmetric counterpart */
170 /* The mesh operations below have three motivations: completeness,
171 * convenience, and efficiency. The basic mesh operations are MakeEdge,
172 * Splice, and Delete. All the other edge operations can be implemented
173 * in terms of these. The other operations are provided for convenience
174 * and/or efficiency.
176 * When a face is split or a vertex is added, they are inserted into the
177 * global list *before* the existing vertex or face (ie. e->Org or e->Lface).
178 * This makes it easier to process all vertices or faces in the global lists
179 * without worrying about processing the same data twice. As a convenience,
180 * when a face is split, the "inside" flag is copied from the old face.
181 * Other internal data (v->data, v->activeRegion, f->data, f->marked,
182 * f->trail, e->winding) is set to zero.
184 * ********************** Basic Edge Operations **************************
186 * __gl_meshMakeEdge( mesh ) creates one edge, two vertices, and a loop.
187 * The loop (face) consists of the two new half-edges.
189 * __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
190 * mesh connectivity and topology. It changes the mesh so that
191 * eOrg->Onext <- OLD( eDst->Onext )
192 * eDst->Onext <- OLD( eOrg->Onext )
193 * where OLD(...) means the value before the meshSplice operation.
195 * This can have two effects on the vertex structure:
196 * - if eOrg->Org != eDst->Org, the two vertices are merged together
197 * - if eOrg->Org == eDst->Org, the origin is split into two vertices
198 * In both cases, eDst->Org is changed and eOrg->Org is untouched.
200 * Similarly (and independently) for the face structure,
201 * - if eOrg->Lface == eDst->Lface, one loop is split into two
202 * - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
203 * In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
205 * __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
206 * if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
207 * eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
208 * the newly created loop will contain eDel->Dst. If the deletion of eDel
209 * would create isolated vertices, those are deleted as well.
211 * ********************** Other Edge Operations **************************
213 * __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
214 * eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
215 * eOrg and eNew will have the same left face.
217 * __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
218 * such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
219 * eOrg and eNew will have the same left face.
221 * __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
222 * to eDst->Org, and returns the corresponding half-edge eNew.
223 * If eOrg->Lface == eDst->Lface, this splits one loop into two,
224 * and the newly created loop is eNew->Lface. Otherwise, two disjoint
225 * loops are merged into one, and the loop eDst->Lface is destroyed.
227 * ************************ Other Operations *****************************
229 * __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
230 * and no loops (what we usually call a "face").
232 * __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
233 * both meshes, and returns the new mesh (the old meshes are destroyed).
235 * __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
237 * __gl_meshZapFace( fZap ) destroys a face and removes it from the
238 * global face list. All edges of fZap will have a NULL pointer as their
239 * left face. Any edges which also have a NULL pointer as their right face
240 * are deleted entirely (along with any isolated vertices this produces).
241 * An entire mesh can be deleted by zapping its faces, one at a time,
242 * in any order. Zapped faces cannot be used in further mesh operations!
244 * __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
247 GLUhalfEdge *__gl_meshMakeEdge( GLUmesh *mesh );
248 int __gl_meshSplice( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
249 int __gl_meshDelete( GLUhalfEdge *eDel );
251 GLUhalfEdge *__gl_meshAddEdgeVertex( GLUhalfEdge *eOrg );
252 GLUhalfEdge *__gl_meshSplitEdge( GLUhalfEdge *eOrg );
253 GLUhalfEdge *__gl_meshConnect( GLUhalfEdge *eOrg, GLUhalfEdge *eDst );
255 GLUmesh *__gl_meshNewMesh( void );
256 GLUmesh *__gl_meshUnion( GLUmesh *mesh1, GLUmesh *mesh2 );
257 void __gl_meshDeleteMesh( GLUmesh *mesh );
258 void __gl_meshZapFace( GLUface *fZap );
260 #ifdef NDEBUG
261 #define __gl_meshCheckMesh( mesh )
262 #else
263 void __gl_meshCheckMesh( GLUmesh *mesh );
264 #endif
266 int __gl_meshTessellateInterior( GLUmesh *mesh );
267 void __gl_meshDiscardExterior( GLUmesh *mesh );
268 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
269 GLboolean keepOnlyBoundary );
271 #endif