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7365c3aa77
This splits out the cogl_path_ api into a separate cogl-path sub-library like cogl-pango and cogl-gst. This enables developers to build Cogl with this sub-library disabled if they don't need it which can be useful when its important to keep the size of an application and its dependencies down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path have been renamed to cogl_path_{fill,stroke}. There were a few places in core cogl and cogl-gst that referenced the CoglPath api and these have been decoupled by using the CoglPrimitive api instead. In the case of cogl_framebuffer_push_path_clip() the core clip stack no longer accepts path clips directly but it's now possible to get a CoglPrimitive for the fill of a path and so the implementation of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as a shim that first gets a CoglPrimitive and uses cogl_framebuffer_push_primitive_clip instead. We may want to consider renaming cogl_framebuffer_push_path_clip to put it in the cogl_path_ namespace. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f) So as to avoid breaking the 1.x API or even the ABI since we are quite late in the 1.16 development cycle the patch was modified to build cogl-path as a noinst_LTLIBRARY before building cogl and link the code directly into libcogl.so as it was previously. This way we can wait until the start of the 1.18 cycle before splitting the code into a separate libcogl-path.so. This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid breaking the 1.x API/ABI.
202 lines
7.1 KiB
C
202 lines
7.1 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 <stdlib.h>
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#include "geom.h"
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#include "mesh.h"
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#include "tessmono.h"
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#include <assert.h>
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#define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
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eDst->Sym->winding += eSrc->Sym->winding)
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/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
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* (what else would it do??) The region must consist of a single
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* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
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* case means that any vertical line intersects the interior of the
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* region in a single interval.
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*
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* Tessellation consists of adding interior edges (actually pairs of
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* half-edges), to split the region into non-overlapping triangles.
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*
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* The basic idea is explained in Preparata and Shamos (which I don''t
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* have handy right now), although their implementation is more
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* complicated than this one. The are two edge chains, an upper chain
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* and a lower chain. We process all vertices from both chains in order,
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* from right to left.
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*
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* The algorithm ensures that the following invariant holds after each
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* vertex is processed: the untessellated region consists of two
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* chains, where one chain (say the upper) is a single edge, and
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* the other chain is concave. The left vertex of the single edge
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* is always to the left of all vertices in the concave chain.
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*
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* Each step consists of adding the rightmost unprocessed vertex to one
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* of the two chains, and forming a fan of triangles from the rightmost
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* of two chain endpoints. Determining whether we can add each triangle
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* to the fan is a simple orientation test. By making the fan as large
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* as possible, we restore the invariant (check it yourself).
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*/
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int __gl_meshTessellateMonoRegion( GLUface *face )
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{
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GLUhalfEdge *up, *lo;
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/* All edges are oriented CCW around the boundary of the region.
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* First, find the half-edge whose origin vertex is rightmost.
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* Since the sweep goes from left to right, face->anEdge should
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* be close to the edge we want.
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*/
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up = face->anEdge;
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assert( up->Lnext != up && up->Lnext->Lnext != up );
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for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
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;
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for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
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;
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lo = up->Lprev;
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while( up->Lnext != lo ) {
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if( VertLeq( up->Dst, lo->Org )) {
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/* up->Dst is on the left. It is safe to form triangles from lo->Org.
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* The EdgeGoesLeft test guarantees progress even when some triangles
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* are CW, given that the upper and lower chains are truly monotone.
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*/
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while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
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|| EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
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GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
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if (tempHalfEdge == NULL) return 0;
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lo = tempHalfEdge->Sym;
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}
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lo = lo->Lprev;
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} else {
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/* lo->Org is on the left. We can make CCW triangles from up->Dst. */
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while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
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|| EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
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GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
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if (tempHalfEdge == NULL) return 0;
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up = tempHalfEdge->Sym;
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}
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up = up->Lnext;
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}
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}
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/* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
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* can be tessellated in a fan from this leftmost vertex.
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*/
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assert( lo->Lnext != up );
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while( lo->Lnext->Lnext != up ) {
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GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
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if (tempHalfEdge == NULL) return 0;
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lo = tempHalfEdge->Sym;
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}
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return 1;
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}
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/* __gl_meshTessellateInterior( mesh ) tessellates each region of
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* the mesh which is marked "inside" the polygon. Each such region
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* must be monotone.
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*/
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int __gl_meshTessellateInterior( GLUmesh *mesh )
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{
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GLUface *f, *next;
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/*LINTED*/
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for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
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/* Make sure we don''t try to tessellate the new triangles. */
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next = f->next;
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if( f->inside ) {
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if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
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}
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}
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return 1;
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}
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/* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
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* which are not marked "inside" the polygon. Since further mesh operations
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* on NULL faces are not allowed, the main purpose is to clean up the
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* mesh so that exterior loops are not represented in the data structure.
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*/
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void __gl_meshDiscardExterior( GLUmesh *mesh )
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{
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GLUface *f, *next;
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/*LINTED*/
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for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
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/* Since f will be destroyed, save its next pointer. */
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next = f->next;
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if( ! f->inside ) {
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__gl_meshZapFace( f );
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}
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}
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}
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#define MARKED_FOR_DELETION 0x7fffffff
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/* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
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* winding numbers on all edges so that regions marked "inside" the
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* polygon have a winding number of "value", and regions outside
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* have a winding number of 0.
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*
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* If keepOnlyBoundary is TRUE, it also deletes all edges which do not
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* separate an interior region from an exterior one.
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*/
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int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
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GLboolean keepOnlyBoundary )
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{
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GLUhalfEdge *e, *eNext;
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for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
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eNext = e->next;
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if( e->Rface->inside != e->Lface->inside ) {
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/* This is a boundary edge (one side is interior, one is exterior). */
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e->winding = (e->Lface->inside) ? value : -value;
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} else {
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/* Both regions are interior, or both are exterior. */
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if( ! keepOnlyBoundary ) {
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e->winding = 0;
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} else {
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if ( !__gl_meshDelete( e ) ) return 0;
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}
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}
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}
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return 1;
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}
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