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+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+** $Date: 2004/04/23 18:42:56 $ $Revision: 1.2 $
+*/
+/* $XFree86$ */
+
+/*
+** $Header: /cvs/xorg/xc/extras/ogl-sample/main/gfx/lib/glu/libnurbs/nurbtess/monoTriangulation.cc,v 1.2 2004/04/23 18:42:56 eich Exp $
+*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include "glimports.h"
+#include "zlassert.h"
+
+#include "monoTriangulation.h"
+#include "polyUtil.h" /*for area*/
+#include "partitionX.h"
+#include "monoPolyPart.h"
+
+
+
+extern directedLine* polygonConvert(directedLine* polygon);
+
+/*poly is NOT deleted
+ */
+void monoTriangulationOpt(directedLine* poly, primStream* pStream)
+{
+ Int n_cusps;
+ Int n_edges = poly->numEdges();
+ directedLine** cusps = (directedLine**) malloc(sizeof(directedLine*)*n_edges);
+ assert(cusps);
+ findInteriorCuspsX(poly, n_cusps, cusps);
+ if(n_cusps ==0) //u monotine
+ {
+ monoTriangulationFun(poly, compV2InX, pStream);
+ }
+ else if(n_cusps == 1) // one interior cusp
+ {
+ directedLine* new_polygon = polygonConvert(cusps[0]);
+ directedLine* other = findDiagonal_singleCuspX(new_polygon);
+ //<other> should NOT be null unless there are self-intersecting
+ //trim curves. In that case, we don't want to core dump, instead,
+ //we triangulate anyway, and print out error message.
+ if(other == NULL)
+ {
+ monoTriangulationFun(poly, compV2InX, pStream);
+ }
+ else
+ {
+ directedLine* ret_p1;
+ directedLine* ret_p2;
+
+ new_polygon->connectDiagonal_2slines(new_polygon, other,
+ &ret_p1,
+ &ret_p2,
+ new_polygon);
+
+ monoTriangulationFun(ret_p1, compV2InX, pStream);
+ monoTriangulationFun(ret_p2, compV2InX, pStream);
+
+ ret_p1->deleteSinglePolygonWithSline();
+ ret_p2->deleteSinglePolygonWithSline();
+ }
+ }
+ else
+ {
+ //we need a general partitionX funtion (supposed to be in partitionX.C,
+ //not implemented yet. XXX
+ monoTriangulationFun(poly, compV2InY, pStream);
+ }
+
+ free(cusps);
+}
+
+void monoTriangulationRecOpt(Real* topVertex, Real* botVertex,
+ vertexArray* left_chain, Int left_current,
+ vertexArray* right_chain, Int right_current,
+ primStream* pStream)
+{
+ Int i,j;
+ Int n_left = left_chain->getNumElements();
+ Int n_right = right_chain->getNumElements();
+ if(left_current>= n_left-1 ||
+ right_current>= n_right-1)
+ {
+ monoTriangulationRec(topVertex, botVertex, left_chain, left_current,
+ right_chain, right_current, pStream);
+ return;
+ }
+ //now both left and right have at least two vertices each.
+ Real left_v = left_chain->getVertex(left_current)[1];
+ Real right_v = right_chain->getVertex(right_current)[1];
+
+ if(left_v <= right_v) //first left vertex is below right
+ {
+ //find the last vertex of right which is above or equal to left
+ for(j=right_current; j<=n_right-1; j++)
+ {
+ if(right_chain->getVertex(j)[1] < left_v)
+ break;
+ }
+ monoTriangulationRecGen(topVertex, left_chain->getVertex(left_current),
+ left_chain, left_current, left_current,
+ right_chain, right_current, j-1,
+ pStream);
+ monoTriangulationRecOpt(right_chain->getVertex(j-1),
+ botVertex,
+ left_chain, left_current,
+ right_chain, j,
+ pStream);
+ }
+ else //first right vertex is strictly below left
+ {
+ //find the last vertex of left which is strictly above right
+ for(i=left_current; i<=n_left-1; i++)
+ {
+ if(left_chain->getVertex(i)[1] <= right_v)
+ break;
+ }
+ monoTriangulationRecGen(topVertex, right_chain->getVertex(right_current),
+ left_chain, left_current, i-1,
+ right_chain, right_current, right_current,
+ pStream);
+ monoTriangulationRecOpt(left_chain->getVertex(i-1),
+ botVertex,
+ left_chain, i,
+ right_chain, right_current,
+ pStream);
+ }
+}
+
+
+void monoTriangulationRecGenTBOpt(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current, Int inc_end,
+ vertexArray* dec_chain, Int dec_current, Int dec_end,
+ primStream* pStream)
+{
+ pStream->triangle(topVertex, inc_chain->getVertex(inc_current), dec_chain->getVertex(dec_current));
+
+/*printf("**(%f,%f)\n", inc_chain->getArray()[0][0],inc_chain->getArray()[0][1]);*/
+ triangulateXYMonoTB(inc_end-inc_current+1, inc_chain->getArray()+inc_current, dec_end-dec_current+1, dec_chain->getArray()+dec_current, pStream);
+
+ pStream->triangle(botVertex, dec_chain->getVertex(dec_end), inc_chain->getVertex(inc_end));
+}
+
+
+/*n_left>=1
+ *n_right>=1
+ *the strip is going top to bottom. compared to the funtion
+ * triangulateXYmono()
+ */
+void triangulateXYMonoTB(Int n_left, Real** leftVerts,
+ Int n_right, Real** rightVerts,
+ primStream* pStream)
+{
+
+
+ Int i,j,k,l;
+ Real* topMostV;
+
+ assert(n_left>=1 && n_right>=1);
+ if(leftVerts[0][1] >= rightVerts[0][1])
+ {
+ i=1;
+ j=0;
+ topMostV = leftVerts[0];
+ }
+ else
+ {
+ i=0;
+ j=1;
+ topMostV = rightVerts[0];
+ }
+
+ while(1)
+ {
+ if(i >= n_left) /*case1: no more in left*/
+ {
+
+ if(j<n_right-1) /*at least two vertices in right*/
+ {
+ pStream->begin();
+ pStream->insert(topMostV);
+ for(k=n_right-1; k>=j; k--)
+ pStream->insert(rightVerts[j]);
+
+ pStream->end(PRIMITIVE_STREAM_FAN);
+ }
+
+ break;
+ }
+ else if(j>= n_right) /*case2: no more in right*/
+ {
+
+ if(i<n_left-1) /*at least two vertices in left*/
+ {
+ pStream->begin();
+ pStream->insert(topMostV);
+
+ for(k=i; k<n_left; k++)
+ pStream->insert(leftVerts[k]);
+
+ pStream->end(PRIMITIVE_STREAM_FAN);
+ }
+
+ break;
+ }
+ else /* case3: neither is empty, plus the topMostV, there is at least one triangle to output*/
+ {
+
+ if(leftVerts[i][1] >= rightVerts[j][1])
+ {
+ pStream->begin();
+ pStream->insert(rightVerts[j]); /*the origin of this fan*/
+
+ pStream->insert(topMostV);
+
+ /*find the last k>=i such that
+ *leftverts[k][1] >= rightverts[j][1]
+ */
+ k=i;
+ while(k<n_left)
+ {
+ if(leftVerts[k][1] < rightVerts[j][1])
+ break;
+ k++;
+ }
+ k--;
+ for(l=i; l<=k; l++)
+ {
+ pStream->insert(leftVerts[l]);
+ }
+
+ pStream->end(PRIMITIVE_STREAM_FAN);
+ //update i for next loop
+ i = k+1;
+ topMostV = leftVerts[k];
+
+ }
+ else /*leftVerts[i][1] < rightVerts[j][1]*/
+ {
+ pStream->begin();
+ pStream->insert(leftVerts[i]);/*the origion of this fan*/
+
+ /*find the last k>=j such that
+ *rightverts[k][1] > leftverts[i][1]*/
+ k=j;
+ while(k< n_right)
+ {
+ if(rightVerts[k][1] <= leftVerts[i][1])
+ break;
+ k++;
+ }
+ k--;
+
+ for(l=k; l>= j; l--)
+ pStream->insert(rightVerts[l]);
+
+ pStream->insert(topMostV);
+ pStream->end(PRIMITIVE_STREAM_FAN);
+ j=k+1;
+ topMostV = rightVerts[j-1];
+ }
+ }
+ }
+}
+
+#if 0
+static int chainConvex(vertexArray* inc_chain, Int inc_current, Int inc_end)
+{
+ Int i;
+ //if there are no more than 2 vertices, return 1
+ if(inc_current >= inc_end-1) return 1;
+ for(i=inc_current; i<= inc_end-2; i++)
+ {
+ if(area(inc_chain->getVertex(i), inc_chain->getVertex(i+1), inc_chain->getVertex(i+2)) <0)
+ return 0;
+ }
+ return 1;
+}
+
+static int chainConcave(vertexArray* dec_chain, Int dec_current, Int dec_end)
+{
+ Int i;
+ //if there are no more than 2 vertices, return 1
+ if(dec_current >= dec_end -1) return 1;
+ for(i=dec_current; i<=dec_end-2; i++)
+ {
+ if(area(dec_chain->getVertex(i), dec_chain->getVertex(i+1), dec_chain->getVertex(i+2)) >0)
+ return 0;
+ }
+ return 1;
+}
+#endif
+
+void monoTriangulationRecGenInU(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current, Int inc_end,
+ vertexArray* dec_chain, Int dec_current, Int dec_end,
+ primStream* pStream)
+{
+}
+
+void monoTriangulationRecGenOpt(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current, Int inc_end,
+ vertexArray* dec_chain, Int dec_current, Int dec_end,
+ primStream* pStream)
+{
+ Int i;
+ //copy this to a polygon: directedLine Lioop
+ sampledLine* sline;
+ directedLine* dline;
+ directedLine* poly;
+
+ if(inc_current <= inc_end) //at least one vertex in inc_chain
+ {
+ sline = new sampledLine(topVertex, inc_chain->getVertex(inc_current));
+ poly = new directedLine(INCREASING, sline);
+ for(i=inc_current; i<=inc_end-1; i++)
+ {
+ sline = new sampledLine(inc_chain->getVertex(i), inc_chain->getVertex(i+1));
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ }
+ sline = new sampledLine(inc_chain->getVertex(inc_end), botVertex);
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ }
+ else //inc_chian is empty
+ {
+ sline = new sampledLine(topVertex, botVertex);
+ dline = new directedLine(INCREASING, sline);
+ poly = dline;
+ }
+
+ assert(poly != NULL);
+
+ if(dec_current <= dec_end) //at least on vertex in dec_Chain
+ {
+ sline = new sampledLine(botVertex, dec_chain->getVertex(dec_end));
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ for(i=dec_end; i>dec_current; i--)
+ {
+ sline = new sampledLine(dec_chain->getVertex(i), dec_chain->getVertex(i-1));
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ }
+ sline = new sampledLine(dec_chain->getVertex(dec_current), topVertex);
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ }
+ else //dec_chain is empty
+ {
+ sline = new sampledLine(botVertex, topVertex);
+ dline = new directedLine(INCREASING, sline);
+ poly->insert(dline);
+ }
+
+ {
+ Int n_cusps;
+ Int n_edges = poly->numEdges();
+ directedLine** cusps = (directedLine**) malloc(sizeof(directedLine*)*n_edges);
+ assert(cusps);
+ findInteriorCuspsX(poly, n_cusps, cusps);
+
+ if(n_cusps ==0) //u monotine
+ {
+ monoTriangulationFun(poly, compV2InX, pStream);
+ }
+ else if(n_cusps == 1) // one interior cusp
+ {
+ directedLine* new_polygon = polygonConvert(cusps[0]);
+ directedLine* other = findDiagonal_singleCuspX(new_polygon);
+ //<other> should NOT be null unless there are self-intersecting
+ //trim curves. In that case, we don't want to core dump, instead,
+ //we triangulate anyway, and print out error message.
+ if(other == NULL)
+ {
+ monoTriangulationFun(poly, compV2InX, pStream);
+ }
+ else
+ {
+ directedLine* ret_p1;
+ directedLine* ret_p2;
+
+ new_polygon->connectDiagonal_2slines(new_polygon, other,
+ &ret_p1,
+ &ret_p2,
+ new_polygon);
+
+ monoTriangulationFun(ret_p1, compV2InX, pStream);
+ monoTriangulationFun(ret_p2, compV2InX, pStream);
+
+ ret_p1->deleteSinglePolygonWithSline();
+ ret_p2->deleteSinglePolygonWithSline();
+ }
+ }
+ else
+ {
+ //we need a general partitionX funtion (supposed to be in partitionX.C,
+ //not implemented yet. XXX
+ //monoTriangulationFun(poly, compV2InY, pStream);
+
+ directedLine* new_polygon = polygonConvert(poly);
+ directedLine* list = monoPolyPart(new_polygon);
+ for(directedLine* temp = list; temp != NULL; temp = temp->getNextPolygon())
+ {
+ monoTriangulationFun(temp, compV2InX, pStream);
+ }
+ //clean up
+ list->deletePolygonListWithSline();
+ }
+
+ free(cusps);
+ /*
+ if(numInteriorCuspsX(poly) == 0) //is u monotone
+ monoTriangulationFun(poly, compV2InX, pStream);
+ else //it is not u motone
+ monoTriangulationFun(poly, compV2InY, pStream);
+ */
+ //clean up space
+ poly->deleteSinglePolygonWithSline();
+ return;
+ }
+
+#if 0
+ //apparently the following code is not reachable,
+ //it is for test purpose
+ if(inc_current > inc_end || dec_current>dec_end)
+ {
+ monoTriangulationRecGen(topVertex, botVertex, inc_chain, inc_current, inc_end,
+ dec_chain, dec_current, dec_end,
+ pStream);
+ return;
+ }
+
+
+ if(
+ area(dec_chain->getVertex(dec_current),
+ topVertex,
+ inc_chain->getVertex(inc_current)) >=0
+ && chainConvex(inc_chain, inc_current, inc_end)
+ && chainConcave(dec_chain, dec_current, dec_end)
+ && area(inc_chain->getVertex(inc_end), botVertex, dec_chain->getVertex(dec_end)) >=0
+ )
+ {
+ monoTriangulationRecFunGen(topVertex, botVertex,
+ inc_chain, inc_current, inc_end,
+ dec_chain, dec_current, dec_end,
+ compV2InX, pStream);
+ }
+ else
+ {
+ monoTriangulationRecGen(topVertex, botVertex, inc_chain, inc_current, inc_end,
+ dec_chain, dec_current, dec_end,
+ pStream);
+ }
+#endif
+}
+
+/*if inc_current>inc_end, then inc_chain has no points to be considered
+ *same for dec_chain
+ */
+void monoTriangulationRecGen(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current, Int inc_end,
+ vertexArray* dec_chain, Int dec_current, Int dec_end,
+ primStream* pStream)
+{
+ Real** inc_array ;
+ Real** dec_array ;
+ Int i;
+
+ if(inc_current > inc_end && dec_current>dec_end)
+ return;
+ else if(inc_current>inc_end) /*no more vertices on inc_chain*/
+ {
+ dec_array = dec_chain->getArray();
+ reflexChain rChain(100,0);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the dec_chain*/
+ for(i=dec_current; i<=dec_end; i++){
+ rChain.processNewVertex(dec_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+ }
+ else if(dec_current> dec_end) /*no more vertices on dec_chain*/
+ {
+ inc_array = inc_chain->getArray();
+
+ reflexChain rChain(100,1);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the inc_chain*/
+ for(i=inc_current; i<=inc_end; i++){
+ rChain.processNewVertex(inc_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+ }
+ else /*neither chain is empty*/
+ {
+ inc_array = inc_chain -> getArray();
+ dec_array = dec_chain -> getArray();
+
+ /*if top of inc_chain is 'lower' than top of dec_chain, process all the
+ *vertices on the dec_chain which are higher than top of inc_chain
+ */
+ if(compV2InY(inc_array[inc_current], dec_array[dec_current]) <= 0)
+ {
+
+ reflexChain rChain(100, 0);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=dec_current; i<=dec_end; i++)
+ {
+ if(compV2InY(inc_array[inc_current], dec_array[i]) <= 0)
+ rChain.processNewVertex(dec_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(inc_array[inc_current], pStream);
+ monoTriangulationRecGen(dec_array[i-1], botVertex,
+ inc_chain, inc_current, inc_end,
+ dec_chain, i, dec_end,
+ pStream);
+ }
+ else /*compV2InY(inc_array[inc_current], dec_array[dec_current]) > 0*/
+ {
+
+ reflexChain rChain(100, 1);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=inc_current; i<=inc_end; i++)
+ {
+ if(compV2InY(inc_array[i], dec_array[dec_current]) >0)
+ rChain.processNewVertex(inc_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(dec_array[dec_current], pStream);
+ monoTriangulationRecGen(inc_array[i-1], botVertex,
+ inc_chain, i, inc_end,
+ dec_chain, dec_current,dec_end,
+ pStream);
+ }
+ }/*end case neither is empty*/
+}
+
+void monoTriangulationFun(directedLine* monoPolygon, Int (*compFun)(Real*, Real*), primStream* pStream)
+{
+ Int i;
+ /*find the top vertex, bottom vertex, inccreasing chain, and decreasing chain,
+ *then call monoTriangulationRec
+ */
+ directedLine* tempV;
+ directedLine* topV;
+ directedLine* botV;
+ topV = botV = monoPolygon;
+ for(tempV = monoPolygon->getNext(); tempV != monoPolygon; tempV = tempV->getNext())
+ {
+ if(compFun(topV->head(), tempV->head())<0) {
+ topV = tempV;
+ }
+ if(compFun(botV->head(), tempV->head())>0) {
+ botV = tempV;
+ }
+ }
+
+ /*creat increase and decrease chains*/
+ vertexArray inc_chain(20); /*this is a dynamic array*/
+ for(i=1; i<=topV->get_npoints()-2; i++) { /*the first vertex is the top vertex which doesn't belong to inc_chain*/
+ inc_chain.appendVertex(topV->getVertex(i));
+ }
+ for(tempV = topV->getNext(); tempV != botV; tempV = tempV->getNext())
+ {
+ for(i=0; i<=tempV->get_npoints()-2; i++){
+ inc_chain.appendVertex(tempV->getVertex(i));
+ }
+ }
+
+ vertexArray dec_chain(20);
+ for(tempV = topV->getPrev(); tempV != botV; tempV = tempV->getPrev())
+ {
+ for(i=tempV->get_npoints()-2; i>=0; i--){
+ dec_chain.appendVertex(tempV->getVertex(i));
+ }
+ }
+ for(i=botV->get_npoints()-2; i>=1; i--){
+ dec_chain.appendVertex(tempV->getVertex(i));
+ }
+
+ monoTriangulationRecFun(topV->head(), botV->head(), &inc_chain, 0, &dec_chain, 0, compFun, pStream);
+
+}
+
+void monoTriangulation(directedLine* monoPolygon, primStream* pStream)
+{
+ Int i;
+ /*find the top vertex, bottom vertex, inccreasing chain, and decreasing chain,
+ *then call monoTriangulationRec
+ */
+ directedLine* tempV;
+ directedLine* topV;
+ directedLine* botV;
+ topV = botV = monoPolygon;
+ for(tempV = monoPolygon->getNext(); tempV != monoPolygon; tempV = tempV->getNext())
+ {
+ if(compV2InY(topV->head(), tempV->head())<0) {
+ topV = tempV;
+ }
+ if(compV2InY(botV->head(), tempV->head())>0) {
+ botV = tempV;
+ }
+ }
+ /*creat increase and decrease chains*/
+ vertexArray inc_chain(20); /*this is a dynamic array*/
+ for(i=1; i<=topV->get_npoints()-2; i++) { /*the first vertex is the top vertex which doesn't belong to inc_chain*/
+ inc_chain.appendVertex(topV->getVertex(i));
+ }
+ for(tempV = topV->getNext(); tempV != botV; tempV = tempV->getNext())
+ {
+ for(i=0; i<=tempV->get_npoints()-2; i++){
+ inc_chain.appendVertex(tempV->getVertex(i));
+ }
+ }
+
+ vertexArray dec_chain(20);
+ for(tempV = topV->getPrev(); tempV != botV; tempV = tempV->getPrev())
+ {
+ for(i=tempV->get_npoints()-2; i>=0; i--){
+ dec_chain.appendVertex(tempV->getVertex(i));
+ }
+ }
+ for(i=botV->get_npoints()-2; i>=1; i--){
+ dec_chain.appendVertex(tempV->getVertex(i));
+ }
+
+ monoTriangulationRec(topV->head(), botV->head(), &inc_chain, 0, &dec_chain, 0, pStream);
+
+}
+
+/*the chain could be increasing or decreasing, although we use the
+ * name inc_chain.
+ *the argument is_increase_chain indicates whether this chain
+ *is increasing (left chain in V-monotone case) or decreaing (right chain
+ *in V-monotone case).
+ */
+void monoTriangulation2(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_smallIndex,
+ Int inc_largeIndex,
+ Int is_increase_chain,
+ primStream* pStream)
+{
+ assert( inc_chain != NULL);
+ Real** inc_array ;
+
+ if(inc_smallIndex > inc_largeIndex)
+ return; //no triangles
+ if(inc_smallIndex == inc_largeIndex)
+ {
+ if(is_increase_chain)
+ pStream->triangle(inc_chain->getVertex(inc_smallIndex), botVertex, topVertex);
+ else
+ pStream->triangle(inc_chain->getVertex(inc_smallIndex), topVertex, botVertex);
+ return;
+ }
+ Int i;
+
+ if(is_increase_chain && botVertex[1] == inc_chain->getVertex(inc_largeIndex)[1])
+ {
+ pStream->triangle(botVertex, inc_chain->getVertex(inc_largeIndex-1),
+ inc_chain->getVertex(inc_largeIndex));
+ monoTriangulation2(topVertex, botVertex, inc_chain, inc_smallIndex,
+ inc_largeIndex-1,
+ is_increase_chain,
+ pStream);
+ return;
+ }
+ else if( (!is_increase_chain) && topVertex[1] == inc_chain->getVertex(inc_smallIndex)[1])
+ {
+ pStream->triangle(topVertex, inc_chain->getVertex(inc_smallIndex+1),
+ inc_chain->getVertex(inc_smallIndex));
+ monoTriangulation2(topVertex, botVertex, inc_chain, inc_smallIndex+1,
+ inc_largeIndex, is_increase_chain, pStream);
+ return ;
+ }
+
+ inc_array = inc_chain->getArray();
+
+ reflexChain rChain(20,is_increase_chain); /*1 means the chain is increasing*/
+
+ rChain.processNewVertex(topVertex, pStream);
+
+ for(i=inc_smallIndex; i<=inc_largeIndex; i++){
+ rChain.processNewVertex(inc_array[i], pStream);
+ }
+ rChain.processNewVertex(botVertex, pStream);
+
+}
+
+/*if compFun == compV2InY, top to bottom: V-monotone
+ *if compFun == compV2InX, right to left: U-monotone
+ */
+void monoTriangulationRecFunGen(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current, Int inc_end,
+ vertexArray* dec_chain, Int dec_current, Int dec_end,
+ Int (*compFun)(Real*, Real*),
+ primStream* pStream)
+{
+ assert( inc_chain != NULL && dec_chain != NULL);
+ assert( ! (inc_current> inc_end &&
+ dec_current> dec_end));
+ Real** inc_array ;
+ Real** dec_array ;
+ Int i;
+ assert( ! ( (inc_chain==NULL) && (dec_chain==NULL)));
+
+ if(inc_current> inc_end) /*no more vertices on inc_chain*/
+ {
+
+ dec_array = dec_chain->getArray();
+ reflexChain rChain(20,0);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the dec_chain*/
+ for(i=dec_current; i<=dec_end; i++){
+ rChain.processNewVertex(dec_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+
+ }
+ else if(dec_current> dec_end) /*no more vertices on dec_chain*/
+ {
+ inc_array = inc_chain->getArray();
+ reflexChain rChain(20,1);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the inc_chain*/
+ for(i=inc_current; i<=inc_end; i++){
+ rChain.processNewVertex(inc_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+ }
+ else /*neither chain is empty*/
+ {
+ inc_array = inc_chain -> getArray();
+ dec_array = dec_chain -> getArray();
+
+ /*if top of inc_chain is 'lower' than top of dec_chain, process all the
+ *vertices on the dec_chain which are higher than top of inc_chain
+ */
+ if(compFun(inc_array[inc_current], dec_array[dec_current]) <= 0)
+ {
+
+ reflexChain rChain(20, 0);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=dec_current; i<=dec_end; i++)
+ {
+ if(compFun(inc_array[inc_current], dec_array[i]) <= 0)
+ rChain.processNewVertex(dec_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(inc_array[inc_current], pStream);
+ monoTriangulationRecFunGen(dec_array[i-1], botVertex,
+ inc_chain, inc_current, inc_end,
+ dec_chain, i, dec_end,
+ compFun,
+ pStream);
+ }
+ else /*compFun(inc_array[inc_current], dec_array[dec_current]) > 0*/
+ {
+
+ reflexChain rChain(20, 1);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=inc_current; i<=inc_end; i++)
+ {
+ if(compFun(inc_array[i], dec_array[dec_current]) >0)
+ rChain.processNewVertex(inc_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(dec_array[dec_current], pStream);
+ monoTriangulationRecFunGen(inc_array[i-1], botVertex,
+ inc_chain, i,inc_end,
+ dec_chain, dec_current,dec_end,
+ compFun,
+ pStream);
+ }
+ }/*end case neither is empty*/
+}
+
+/*if compFun == compV2InY, top to bottom: V-monotone
+ *if compFun == compV2InX, right to left: U-monotone
+ */
+void monoTriangulationRecFun(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current,
+ vertexArray* dec_chain, Int dec_current,
+ Int (*compFun)(Real*, Real*),
+ primStream* pStream)
+{
+ assert( inc_chain != NULL && dec_chain != NULL);
+ assert( ! (inc_current>=inc_chain->getNumElements() &&
+ dec_current>=dec_chain->getNumElements()));
+ Int inc_nVertices;
+ Int dec_nVertices;
+ Real** inc_array ;
+ Real** dec_array ;
+ Int i;
+ assert( ! ( (inc_chain==NULL) && (dec_chain==NULL)));
+
+ if(inc_current>=inc_chain->getNumElements()) /*no more vertices on inc_chain*/
+ {
+
+ dec_array = dec_chain->getArray();
+ dec_nVertices = dec_chain->getNumElements();
+ reflexChain rChain(20,0);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the dec_chain*/
+ for(i=dec_current; i<dec_nVertices; i++){
+ rChain.processNewVertex(dec_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+
+ }
+ else if(dec_current>= dec_chain->getNumElements()) /*no more vertices on dec_chain*/
+ {
+ inc_array = inc_chain->getArray();
+ inc_nVertices= inc_chain->getNumElements();
+ reflexChain rChain(20,1);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the inc_chain*/
+ for(i=inc_current; i<inc_nVertices; i++){
+ rChain.processNewVertex(inc_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+ }
+ else /*neither chain is empty*/
+ {
+ inc_array = inc_chain -> getArray();
+ dec_array = dec_chain -> getArray();
+ inc_nVertices= inc_chain->getNumElements();
+ dec_nVertices= dec_chain->getNumElements();
+ /*if top of inc_chain is 'lower' than top of dec_chain, process all the
+ *vertices on the dec_chain which are higher than top of inc_chain
+ */
+ if(compFun(inc_array[inc_current], dec_array[dec_current]) <= 0)
+ {
+
+ reflexChain rChain(20, 0);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=dec_current; i<dec_nVertices; i++)
+ {
+ if(compFun(inc_array[inc_current], dec_array[i]) <= 0)
+ rChain.processNewVertex(dec_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(inc_array[inc_current], pStream);
+ monoTriangulationRecFun(dec_array[i-1], botVertex,
+ inc_chain, inc_current,
+ dec_chain, i,
+ compFun,
+ pStream);
+ }
+ else /*compFun(inc_array[inc_current], dec_array[dec_current]) > 0*/
+ {
+
+ reflexChain rChain(20, 1);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=inc_current; i<inc_nVertices; i++)
+ {
+ if(compFun(inc_array[i], dec_array[dec_current]) >0)
+ rChain.processNewVertex(inc_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(dec_array[dec_current], pStream);
+ monoTriangulationRecFun(inc_array[i-1], botVertex,
+ inc_chain, i,
+ dec_chain, dec_current,
+ compFun,
+ pStream);
+ }
+ }/*end case neither is empty*/
+}
+
+
+void monoTriangulationRec(Real* topVertex, Real* botVertex,
+ vertexArray* inc_chain, Int inc_current,
+ vertexArray* dec_chain, Int dec_current,
+ primStream* pStream)
+{
+ assert( inc_chain != NULL && dec_chain != NULL);
+ assert( ! (inc_current>=inc_chain->getNumElements() &&
+ dec_current>=dec_chain->getNumElements()));
+ Int inc_nVertices;
+ Int dec_nVertices;
+ Real** inc_array ;
+ Real** dec_array ;
+ Int i;
+ assert( ! ( (inc_chain==NULL) && (dec_chain==NULL)));
+
+ if(inc_current>=inc_chain->getNumElements()) /*no more vertices on inc_chain*/
+ {
+
+ dec_array = dec_chain->getArray();
+ dec_nVertices = dec_chain->getNumElements();
+ reflexChain rChain(20,0);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the dec_chain*/
+ for(i=dec_current; i<dec_nVertices; i++){
+ rChain.processNewVertex(dec_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+
+ }
+ else if(dec_current>= dec_chain->getNumElements()) /*no more vertices on dec_chain*/
+ {
+ inc_array = inc_chain->getArray();
+ inc_nVertices= inc_chain->getNumElements();
+ reflexChain rChain(20,1);
+ /*put the top vertex into the reflex chain*/
+ rChain.processNewVertex(topVertex, pStream);
+ /*process all the vertices on the inc_chain*/
+ for(i=inc_current; i<inc_nVertices; i++){
+ rChain.processNewVertex(inc_array[i], pStream);
+ }
+ /*process the bottom vertex*/
+ rChain.processNewVertex(botVertex, pStream);
+ }
+ else /*neither chain is empty*/
+ {
+ inc_array = inc_chain -> getArray();
+ dec_array = dec_chain -> getArray();
+ inc_nVertices= inc_chain->getNumElements();
+ dec_nVertices= dec_chain->getNumElements();
+ /*if top of inc_chain is 'lower' than top of dec_chain, process all the
+ *vertices on the dec_chain which are higher than top of inc_chain
+ */
+ if(compV2InY(inc_array[inc_current], dec_array[dec_current]) <= 0)
+ {
+
+ reflexChain rChain(20, 0);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=dec_current; i<dec_nVertices; i++)
+ {
+ if(compV2InY(inc_array[inc_current], dec_array[i]) <= 0)
+ rChain.processNewVertex(dec_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(inc_array[inc_current], pStream);
+ monoTriangulationRec(dec_array[i-1], botVertex,
+ inc_chain, inc_current,
+ dec_chain, i,
+ pStream);
+ }
+ else /*compV2InY(inc_array[inc_current], dec_array[dec_current]) > 0*/
+ {
+
+ reflexChain rChain(20, 1);
+ rChain.processNewVertex(topVertex, pStream);
+ for(i=inc_current; i<inc_nVertices; i++)
+ {
+ if(compV2InY(inc_array[i], dec_array[dec_current]) >0)
+ rChain.processNewVertex(inc_array[i], pStream);
+ else
+ break;
+ }
+ rChain.outputFan(dec_array[dec_current], pStream);
+ monoTriangulationRec(inc_array[i-1], botVertex,
+ inc_chain, i,
+ dec_chain, dec_current,
+ pStream);
+ }
+ }/*end case neither is empty*/
+}
+
+
+
+/* the name here assumes that the polygon is Y-monotone, but
+ *this function also works for X-monotone polygons.
+ * a monotne polygon consists of two extrem verteices: topVertex and botVertex, and
+ *two monotone chains: inc_chain, and dec_chain. The edges of the increasing chain (inc_chain)
+ *is ordered by following pointer: next, while the edges of the decreasing chain (dec_chain)
+ *is ordered by following pointer: prev
+ * inc_index index the vertex which is the toppest of the inc_chain which we are handling currently.
+ * dec_index index the vertex which is the toppest of the dec_chain which we are handling currently.
+ */
+void monoTriangulationRec(directedLine* inc_chain, Int inc_index,
+ directedLine* dec_chain, Int dec_index,
+ directedLine* topVertex, Int top_index,
+ directedLine* botVertex,
+ primStream* pStream)
+{
+ Int i;
+ directedLine *temp, *oldtemp;
+ Int tempIndex, oldtempIndex;
+
+ assert(inc_chain != NULL && dec_chain != NULL);
+
+ if(inc_chain == botVertex) {
+ reflexChain rChain(20, 0);
+ rChain.processNewVertex(topVertex->getVertex(top_index), pStream);
+ for(i=dec_index; i< dec_chain->get_npoints(); i++){
+ rChain.processNewVertex(dec_chain->getVertex(i), pStream);
+ }
+ for(temp = dec_chain->getPrev(); temp != botVertex; temp = temp->getPrev())
+ {
+ for(i=0; i<temp->get_npoints(); i++){
+ rChain.processNewVertex(temp->getVertex(i), pStream);
+ }
+ }
+ }
+ else if(dec_chain==botVertex) {
+ reflexChain rChain(20, 1);
+ rChain.processNewVertex(topVertex->getVertex(top_index), pStream);
+ for(i=inc_index; i< inc_chain->get_npoints(); i++){
+ rChain.processNewVertex(inc_chain->getVertex(i), pStream);
+ }
+ for(temp = inc_chain->getPrev(); temp != botVertex; temp = temp->getNext())
+ {
+ for(i=0; i<temp->get_npoints(); i++){
+ rChain.processNewVertex(temp->getVertex(i), pStream);
+ }
+ }
+ }
+ else /*neither reached the bottom*/{
+ if(compV2InY(inc_chain->getVertex(inc_index), dec_chain->getVertex(dec_index)) <=0) {
+ reflexChain rChain(20, 0);
+ rChain.processNewVertex(topVertex -> getVertex(top_index), pStream);
+ temp = dec_chain;
+ tempIndex = dec_index;
+ while( compV2InY(inc_chain->getVertex(inc_index), temp->getVertex(tempIndex))<=0) {
+ oldtemp = temp;
+ oldtempIndex = tempIndex;
+ rChain.processNewVertex(temp->getVertex(tempIndex), pStream);
+
+ if(tempIndex == temp->get_npoints()-1){
+ tempIndex = 0;
+ temp = temp->getPrev();
+ }
+ else{
+ tempIndex++;
+ }
+ }
+ rChain.outputFan(inc_chain->getVertex(inc_index), pStream);
+ monoTriangulationRec(inc_chain, inc_index, temp, tempIndex, oldtemp, oldtempIndex, botVertex, pStream);
+ }
+ else /* >0*/ {
+ reflexChain rChain(20, 1);
+ rChain.processNewVertex(topVertex -> getVertex(top_index), pStream);
+ temp = inc_chain;
+ tempIndex = inc_index;
+ while( compV2InY(temp->getVertex(tempIndex), dec_chain->getVertex(dec_index))>0){
+ oldtemp = temp;
+ oldtempIndex = tempIndex;
+ rChain.processNewVertex(temp->getVertex(tempIndex), pStream);
+
+ if(tempIndex == temp->get_npoints()-1){
+ tempIndex = 0;
+ temp = temp->getNext();
+ }
+ else{
+ tempIndex++;
+ }
+ }
+ rChain.outputFan(dec_chain->getVertex(dec_index), pStream);
+ monoTriangulationRec(temp, tempIndex, dec_chain, dec_index, oldtemp, oldtempIndex, botVertex, pStream);
+ }
+ } /*end case neither reached the bottom*/
+}
+
+/***************************vertexArray begin here**********************************/
+vertexArray::vertexArray(Real2* vertices, Int nVertices)
+{
+ Int i;
+ size = index = nVertices;
+ array = (Real**) malloc(sizeof(Real*) * nVertices);
+ assert(array);
+ for(i=0; i<nVertices; i++)
+ {
+ array[i] = vertices[i];
+ array[i] = vertices[i];
+ }
+}
+
+vertexArray::vertexArray(Int s)
+{
+ size = s;
+ array = (Real**) malloc(sizeof(Real*) * s);
+ assert(array);
+ index = 0;
+}
+
+vertexArray::~vertexArray()
+{
+ free(array);
+}
+
+void vertexArray::appendVertex(Real* ptr)
+{
+ Int i;
+ if(index >= size){
+ Real** temp = (Real**) malloc(sizeof(Real*) * (2*size +1));
+ assert(temp);
+ for(i=0; i<index; i++)
+ temp[i] = array[i];
+ free(array);
+ array = temp;
+ size = 2*size+1;
+ }
+ array[index++] = ptr;
+}
+
+void vertexArray::print()
+{
+ printf("vertex Array:index=%i, size=%i\n", index, size);
+ for(Int i=0; i<index; i++)
+ {
+ printf("(%f,%f) ", array[i][0], array[i][1]);
+ }
+ printf("\n");
+}
+
+/*find the first i such that array[i][1] >= v
+ * and array[i+1][1] <v
+ * if index == 0 (the array is empty, return -1.
+ * if v is above all, return -1.
+ * if v is below all, return index-1.
+ */
+Int vertexArray::findIndexAbove(Real v)
+{
+ Int i;
+ if(index == 0)
+ return -1;
+ else if(array[0][1] < v)
+ return -1;
+ else
+ {
+ for(i=1; i<index; i++)
+ {
+ if(array[i][1] < v)
+ break;
+ }
+ return i-1;
+ }
+}
+
+/*find the first i<=endIndex such that array[i][1] <= v
+ * and array[i-1][1] > v
+ *if sartIndex>endIndex, then return endIndex+1.
+ *otherwise, startIndex<=endIndex, it is assumed that
+ * 0<=startIndex<=endIndex<index.
+ * if v is below all, return endIndex+1
+ * if v is above all, return startIndex.
+ */
+Int vertexArray::findIndexBelowGen(Real v, Int startIndex, Int endIndex)
+{
+ Int i;
+ if(startIndex > endIndex)
+ return endIndex+1;
+ else if(array[endIndex][1] > v)
+ return endIndex+1;
+ else //now array[endIndex][1] <= v
+ {
+ for(i=endIndex-1; i>=startIndex; i--)
+ {
+ if(array[i][1] > v)
+ break;
+ }
+ return i+1;
+ }
+}
+
+/*find the first i<=endIndex such that array[i-1][1] >= v
+ * and array[i][1] < v
+ *if sartIndex>endIndex, then return endIndex+1.
+ *otherwise, startIndex<=endIndex, it is assumed that
+ * 0<=startIndex<=endIndex<index.
+ * if v is below or equal to all, return endIndex+1
+ * if v is strictly above all, return startIndex.
+ */
+Int vertexArray::findIndexStrictBelowGen(Real v, Int startIndex, Int endIndex)
+{
+ Int i;
+ if(startIndex > endIndex)
+ return endIndex+1;
+ else if(array[endIndex][1] >= v)
+ return endIndex+1;
+ else //now array[endIndex][1] < v
+ {
+ for(i=endIndex-1; i>=startIndex; i--)
+ {
+ if(array[i][1] >= v)
+ break;
+ }
+ return i+1;
+ }
+}
+
+/*find the first i>startIndex such that array[i-1][1] > v
+ * and array[i][1] >=v
+ *if sartIndex>endIndex, then return startIndex-1.
+ *otherwise, startIndex<=endIndex, it is assumed that
+ * 0<=startIndex<=endIndex<index.
+ * if v is strictly above all, return startIndex-1
+ * if v is strictly below all, return endIndex.
+ */
+Int vertexArray::findIndexFirstAboveEqualGen(Real v, Int startIndex, Int endIndex)
+{
+
+ Int i;
+ if(startIndex > endIndex)
+ return startIndex-1;
+ else if(array[startIndex][1] < v)
+ return startIndex-1;
+ else //now array[startIndex][1] >= v
+ {
+
+ for(i=startIndex; i<=endIndex; i++)
+ {
+ if(array[i][1] <= v)
+ break;
+ }
+ if(i>endIndex) // v is strictly below all
+ return endIndex;
+ else if(array[i][1] == v)
+ return i;
+ else
+ return i-1;
+ }
+
+}
+
+
+/*find the first i>=startIndex such that array[i][1] >= v
+ * and array[i+1][1] <v
+ *if sartIndex>endIndex, then return startIndex-1.
+ *otherwise, startIndex<=endIndex, it is assumed that
+ * 0<=startIndex<=endIndex<index.
+ * if v is above all, return startIndex-1
+ * if v is below all, return endIndex.
+ */
+Int vertexArray::findIndexAboveGen(Real v, Int startIndex, Int endIndex)
+{
+ Int i;
+ if(startIndex > endIndex)
+ return startIndex-1;
+ else if(array[startIndex][1] < v)
+ return startIndex-1;
+ else //now array[startIndex][1] >= v
+ {
+ for(i=startIndex+1; i<=endIndex; i++)
+ {
+ if(array[i][1] < v)
+ break;
+ }
+ return i-1;
+ }
+}
+
+Int vertexArray::findDecreaseChainFromEnd(Int begin, Int end)
+{
+ Int i = end;
+ Real prevU = array[i][0];
+ Real thisU;
+ for(i=end-1; i>=begin; i--){
+ thisU = array[i][0];
+ if(thisU < prevU)
+ prevU = thisU;
+ else
+ break;
+ }
+ return i;
+}
+
+//if(V(start) == v, return start, other wise return the
+//last i so that V(i)==v
+Int vertexArray::skipEqualityFromStart(Real v, Int start, Int end)
+{
+ Int i;
+ if(array[start][1] != v)
+ return start;
+ //now array[start][1] == v
+ for(i=start+1; i<= end; i++)
+ if(array[i][1] != v)
+ break;
+ return i-1;
+}
+
+
+/***************************vertexArray end****************************************/
+
+
+
+/***************************relfex chain stuff begin here*****************************/
+
+reflexChain::reflexChain(Int size, Int is_increasing)
+{
+ queue = (Real2*) malloc(sizeof(Real2) * size);
+ assert(queue);
+ index_queue = 0;
+ size_queue = size;
+ isIncreasing = is_increasing;
+}
+
+reflexChain::~reflexChain()
+{
+ free(queue);
+}
+
+/*put (u,v) at the end of the queue
+ *pay attention to space
+ */
+void reflexChain::insert(Real u, Real v)
+{
+ Int i;
+ if(index_queue >= size_queue) {
+ Real2 *temp = (Real2*) malloc(sizeof(Real2) * (2*size_queue+1));
+ assert(temp);
+
+ /*copy*/
+ for(i=0; i<index_queue; i++){
+ temp[i][0] = queue[i][0];
+ temp[i][1] = queue[i][1];
+ }
+
+ free(queue);
+ queue = temp;
+ size_queue = 2*size_queue + 1;
+ }
+
+ queue[index_queue][0] = u;
+ queue[index_queue][1] = v;
+ index_queue ++;
+}
+
+void reflexChain::insert(Real v[2])
+{
+ insert(v[0], v[1]);
+}
+
+/*
+static Real area(Real A[2], Real B[2], Real C[2])
+{
+ Real Bx, By, Cx, Cy;
+ Bx = B[0] - A[0];
+ By = B[1] - A[1];
+ Cx = C[0] - A[0];
+ Cy = C[1] - A[1];
+ return Bx*Cy - Cx*By;
+}
+*/
+
+/*the chain is reflex, and the vertex v is
+ *on the other side of the chain, so that
+ *we can outout the fan with v as the
+ *the center
+ */
+void reflexChain::outputFan(Real v[2], primStream* pStream)
+{
+ Int i;
+ pStream->begin();
+ pStream->insert(v);
+ if(isIncreasing) {
+ for(i=0; i<index_queue; i++)
+ pStream->insert(queue[i]);
+ }
+ else {
+ for(i=index_queue-1; i>=0; i--)
+ pStream->insert(queue[i]);
+ }
+ pStream->end(PRIMITIVE_STREAM_FAN);
+}
+
+void reflexChain::processNewVertex(Real v[2], primStream* pStream)
+{
+ Int i,j,k;
+ Int isReflex;
+ /*if there are at most one vertex in the queue, then simply insert
+ */
+ if(index_queue <=1){
+ insert(v);
+ return;
+ }
+
+ /*there are at least two vertices in the queue*/
+ j=index_queue-1;
+
+ for(i=j; i>=1; i--) {
+ if(isIncreasing) {
+ isReflex = (area(queue[i-1], queue[i], v) <= 0.0);
+ }
+ else /*decreasing*/{
+ isReflex = (area(v, queue[i], queue[i-1]) <= 0.0);
+ }
+ if(isReflex) {
+ break;
+ }
+ }
+
+ /*
+ *if i<j then vertices: i+1--j are convex
+ * output triangle fan:
+ * v, and queue[i], i+1, ..., j
+ */
+ if(i<j)
+ {
+ pStream->begin();
+ pStream->insert(v);
+ if(isIncreasing) {
+ for(k=i; k<=j; k++)
+ pStream->insert(queue[k]);
+ }
+ else {
+ for(k=j; k>=i; k--)
+ pStream->insert(queue[k]);
+ }
+
+ pStream->end(PRIMITIVE_STREAM_FAN);
+ }
+
+ /*delete vertices i+1--j from the queue*/
+ index_queue = i+1;
+ /*finally insert v at the end of the queue*/
+ insert(v);
+
+}
+
+void reflexChain::print()
+{
+ Int i;
+ printf("reflex chain: isIncreasing=%i\n", isIncreasing);
+ for(i=0; i<index_queue; i++) {
+ printf("(%f,%f) ", queue[i][0], queue[i][1]);
+ }
+ printf("\n");
+}