/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. */ /* ** Author: Eric Veach, July 1994. ** */ #ifndef __tessmono_h_ #define __tessmono_h_ /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region * (what else would it do??) The region must consist of a single * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this * case means that any vertical line intersects the interior of the * region in a single interval. * * Tessellation consists of adding interior edges (actually pairs of * half-edges), to split the region into non-overlapping triangles. * * __gl_meshTessellateInterior( mesh ) tessellates each region of * the mesh which is marked "inside" the polygon. Each such region * must be monotone. * * __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces * which are not marked "inside" the polygon. Since further mesh operations * on NULL faces are not allowed, the main purpose is to clean up the * mesh so that exterior loops are not represented in the data structure. * * __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the * winding numbers on all edges so that regions marked "inside" the * polygon have a winding number of "value", and regions outside * have a winding number of 0. * * If keepOnlyBoundary is TRUE, it also deletes all edges which do not * separate an interior region from an exterior one. */ int __gl_meshTessellateMonoRegion( GLUface *face ); int __gl_meshTessellateInterior( GLUmesh *mesh ); void __gl_meshDiscardExterior( GLUmesh *mesh ); int __gl_meshSetWindingNumber( GLUmesh *mesh, int value, GLboolean keepOnlyBoundary ); #endif