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258 lines
7.6 KiB
C
258 lines
7.6 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#include "gluos.h"
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#include "mesh.h"
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#include "tess.h"
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#include "normal.h"
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#include <math.h>
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#include <assert.h>
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#ifndef TRUE
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#define TRUE 1
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#endif
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#ifndef FALSE
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#define FALSE 0
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#endif
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#define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
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#if 0
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static void Normalize( GLdouble v[3] )
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{
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GLdouble len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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assert( len > 0 );
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len = sqrt( len );
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v[0] /= len;
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v[1] /= len;
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v[2] /= len;
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}
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#endif
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#undef ABS
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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static int LongAxis( GLdouble v[3] )
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{
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int i = 0;
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if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
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if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
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return i;
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}
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static void ComputeNormal( GLUtesselator *tess, GLdouble norm[3] )
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{
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GLUvertex *v, *v1, *v2;
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GLdouble c, tLen2, maxLen2;
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GLdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
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GLUvertex *maxVert[3], *minVert[3];
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GLUvertex *vHead = &tess->mesh->vHead;
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int i;
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maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
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minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
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for( v = vHead->next; v != vHead; v = v->next ) {
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for( i = 0; i < 3; ++i ) {
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c = v->coords[i];
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if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
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if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
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}
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}
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/* Find two vertices separated by at least 1/sqrt(3) of the maximum
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* distance between any two vertices
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*/
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i = 0;
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if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
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if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
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if( minVal[i] >= maxVal[i] ) {
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/* All vertices are the same -- normal doesn't matter */
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norm[0] = 0; norm[1] = 0; norm[2] = 1;
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return;
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}
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/* Look for a third vertex which forms the triangle with maximum area
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* (Length of normal == twice the triangle area)
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*/
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maxLen2 = 0;
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v1 = minVert[i];
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v2 = maxVert[i];
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d1[0] = v1->coords[0] - v2->coords[0];
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d1[1] = v1->coords[1] - v2->coords[1];
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d1[2] = v1->coords[2] - v2->coords[2];
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for( v = vHead->next; v != vHead; v = v->next ) {
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d2[0] = v->coords[0] - v2->coords[0];
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d2[1] = v->coords[1] - v2->coords[1];
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d2[2] = v->coords[2] - v2->coords[2];
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tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
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tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
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tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
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tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
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if( tLen2 > maxLen2 ) {
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maxLen2 = tLen2;
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norm[0] = tNorm[0];
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norm[1] = tNorm[1];
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norm[2] = tNorm[2];
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}
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}
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if( maxLen2 <= 0 ) {
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/* All points lie on a single line -- any decent normal will do */
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norm[0] = norm[1] = norm[2] = 0;
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norm[LongAxis(d1)] = 1;
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}
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}
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static void CheckOrientation( GLUtesselator *tess )
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{
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GLdouble area;
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GLUface *f, *fHead = &tess->mesh->fHead;
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GLUvertex *v, *vHead = &tess->mesh->vHead;
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GLUhalfEdge *e;
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/* When we compute the normal automatically, we choose the orientation
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* so that the sum of the signed areas of all contours is non-negative.
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*/
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area = 0;
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for( f = fHead->next; f != fHead; f = f->next ) {
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e = f->anEdge;
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if( e->winding <= 0 ) continue;
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do {
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area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
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e = e->Lnext;
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} while( e != f->anEdge );
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}
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if( area < 0 ) {
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/* Reverse the orientation by flipping all the t-coordinates */
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for( v = vHead->next; v != vHead; v = v->next ) {
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v->t = - v->t;
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}
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tess->tUnit[0] = - tess->tUnit[0];
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tess->tUnit[1] = - tess->tUnit[1];
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tess->tUnit[2] = - tess->tUnit[2];
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}
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}
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#ifdef FOR_TRITE_TEST_PROGRAM
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#include <stdlib.h>
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extern int RandomSweep;
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#define S_UNIT_X (RandomSweep ? (2*drand48()-1) : 1.0)
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#define S_UNIT_Y (RandomSweep ? (2*drand48()-1) : 0.0)
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#else
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#if defined(SLANTED_SWEEP)
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/* The "feature merging" is not intended to be complete. There are
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* special cases where edges are nearly parallel to the sweep line
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* which are not implemented. The algorithm should still behave
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* robustly (ie. produce a reasonable tesselation) in the presence
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* of such edges, however it may miss features which could have been
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* merged. We could minimize this effect by choosing the sweep line
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* direction to be something unusual (ie. not parallel to one of the
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* coordinate axes).
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*/
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#define S_UNIT_X 0.50941539564955385 /* Pre-normalized */
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#define S_UNIT_Y 0.86052074622010633
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#else
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#define S_UNIT_X 1.0
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#define S_UNIT_Y 0.0
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#endif
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#endif
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/* Determine the polygon normal and project vertices onto the plane
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* of the polygon.
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*/
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void __gl_projectPolygon( GLUtesselator *tess )
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{
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GLUvertex *v, *vHead = &tess->mesh->vHead;
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GLdouble norm[3];
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GLdouble *sUnit, *tUnit;
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int i, computedNormal = FALSE;
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norm[0] = tess->normal[0];
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norm[1] = tess->normal[1];
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norm[2] = tess->normal[2];
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if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
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ComputeNormal( tess, norm );
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computedNormal = TRUE;
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}
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sUnit = tess->sUnit;
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tUnit = tess->tUnit;
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i = LongAxis( norm );
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#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
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/* Choose the initial sUnit vector to be approximately perpendicular
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* to the normal.
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*/
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Normalize( norm );
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sUnit[i] = 0;
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sUnit[(i+1)%3] = S_UNIT_X;
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sUnit[(i+2)%3] = S_UNIT_Y;
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/* Now make it exactly perpendicular */
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w = Dot( sUnit, norm );
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sUnit[0] -= w * norm[0];
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sUnit[1] -= w * norm[1];
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sUnit[2] -= w * norm[2];
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Normalize( sUnit );
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/* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
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tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
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tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
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tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
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Normalize( tUnit );
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#else
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/* Project perpendicular to a coordinate axis -- better numerically */
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sUnit[i] = 0;
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sUnit[(i+1)%3] = S_UNIT_X;
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sUnit[(i+2)%3] = S_UNIT_Y;
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tUnit[i] = 0;
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tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
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tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
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#endif
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/* Project the vertices onto the sweep plane */
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for( v = vHead->next; v != vHead; v = v->next ) {
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v->s = Dot( v->coords, sUnit );
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v->t = Dot( v->coords, tUnit );
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}
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if( computedNormal ) {
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CheckOrientation( tess );
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}
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}
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