Prusa Slicer 2.6.0
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geom.h File Reference
#include "mesh.h"
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Macros

#define VertEq(u, v)   ((u)->s == (v)->s && (u)->t == (v)->t)
 
#define VertLeq(u, v)
 
#define EdgeEval(u, v, w)   __gl_edgeEval(u,v,w)
 
#define EdgeSign(u, v, w)   __gl_edgeSign(u,v,w)
 
#define TransLeq(u, v)
 
#define TransEval(u, v, w)   __gl_transEval(u,v,w)
 
#define TransSign(u, v, w)   __gl_transSign(u,v,w)
 
#define EdgeGoesLeft(e)   VertLeq( (e)->Dst, (e)->Org )
 
#define EdgeGoesRight(e)   VertLeq( (e)->Org, (e)->Dst )
 
#define ABS(x)   ((x) < 0 ? -(x) : (x))
 
#define VertL1dist(u, v)   (ABS(u->s - v->s) + ABS(u->t - v->t))
 
#define VertCCW(u, v, w)   __gl_vertCCW(u,v,w)
 

Functions

int __gl_vertLeq (GLUvertex *u, GLUvertex *v)
 
GLdouble __gl_edgeEval (GLUvertex *u, GLUvertex *v, GLUvertex *w)
 
GLdouble __gl_edgeSign (GLUvertex *u, GLUvertex *v, GLUvertex *w)
 
GLdouble __gl_transEval (GLUvertex *u, GLUvertex *v, GLUvertex *w)
 
GLdouble __gl_transSign (GLUvertex *u, GLUvertex *v, GLUvertex *w)
 
int __gl_vertCCW (GLUvertex *u, GLUvertex *v, GLUvertex *w)
 
void __gl_edgeIntersect (GLUvertex *o1, GLUvertex *d1, GLUvertex *o2, GLUvertex *d2, GLUvertex *v)
 

Macro Definition Documentation

◆ ABS

#define ABS (   x)    ((x) < 0 ? -(x) : (x))

◆ EdgeEval

#define EdgeEval (   u,
  v,
 
)    __gl_edgeEval(u,v,w)

◆ EdgeGoesLeft

#define EdgeGoesLeft (   e)    VertLeq( (e)->Dst, (e)->Org )

◆ EdgeGoesRight

#define EdgeGoesRight (   e)    VertLeq( (e)->Org, (e)->Dst )

◆ EdgeSign

#define EdgeSign (   u,
  v,
 
)    __gl_edgeSign(u,v,w)

◆ TransEval

#define TransEval (   u,
  v,
 
)    __gl_transEval(u,v,w)

◆ TransLeq

#define TransLeq (   u,
 
)
Value:
(((u)->t < (v)->t) || \
((u)->t == (v)->t && (u)->s <= (v)->s))

◆ TransSign

#define TransSign (   u,
  v,
 
)    __gl_transSign(u,v,w)

◆ VertCCW

#define VertCCW (   u,
  v,
 
)    __gl_vertCCW(u,v,w)

◆ VertEq

#define VertEq (   u,
 
)    ((u)->s == (v)->s && (u)->t == (v)->t)

◆ VertL1dist

#define VertL1dist (   u,
 
)    (ABS(u->s - v->s) + ABS(u->t - v->t))

◆ VertLeq

#define VertLeq (   u,
 
)
Value:
(((u)->s < (v)->s) || \
((u)->s == (v)->s && (u)->t <= (v)->t))

Function Documentation

◆ __gl_edgeEval()

GLdouble __gl_edgeEval ( GLUvertex u,
GLUvertex v,
GLUvertex w 
)
48{
49 /* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
50 * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
51 * Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
52 * If uw is vertical (and thus passes thru v), the result is zero.
53 *
54 * The calculation is extremely accurate and stable, even when v
55 * is very close to u or w. In particular if we set v->t = 0 and
56 * let r be the negated result (this evaluates (uw)(v->s)), then
57 * r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
58 */
59 GLdouble gapL, gapR;
60
61 assert( VertLeq( u, v ) && VertLeq( v, w ));
62
63 gapL = v->s - u->s;
64 gapR = w->s - v->s;
65
66 if( gapL + gapR > 0 ) {
67 if( gapL < gapR ) {
68 return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
69 } else {
70 return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
71 }
72 }
73 /* vertical line */
74 return 0;
75}
#define VertLeq(u, v)
Definition geom.h:50
double GLdouble
Definition glu-libtess.h:65
GLdouble t
Definition mesh.h:122
GLdouble s
Definition mesh.h:122

References GLUvertex::s, GLUvertex::t, and VertLeq.

◆ __gl_edgeIntersect()

void __gl_edgeIntersect ( GLUvertex o1,
GLUvertex d1,
GLUvertex o2,
GLUvertex d2,
GLUvertex v 
)
210{
211 GLdouble z1, z2;
212
213 /* This is certainly not the most efficient way to find the intersection
214 * of two line segments, but it is very numerically stable.
215 *
216 * Strategy: find the two middle vertices in the VertLeq ordering,
217 * and interpolate the intersection s-value from these. Then repeat
218 * using the TransLeq ordering to find the intersection t-value.
219 */
220
221 if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
222 if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
223 if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
224
225 if( ! VertLeq( o2, d1 )) {
226 /* Technically, no intersection -- do our best */
227 v->s = (o2->s + d1->s) / 2;
228 } else if( VertLeq( d1, d2 )) {
229 /* Interpolate between o2 and d1 */
230 z1 = EdgeEval( o1, o2, d1 );
231 z2 = EdgeEval( o2, d1, d2 );
232 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
233 v->s = Interpolate( z1, o2->s, z2, d1->s );
234 } else {
235 /* Interpolate between o2 and d2 */
236 z1 = EdgeSign( o1, o2, d1 );
237 z2 = -EdgeSign( o1, d2, d1 );
238 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
239 v->s = Interpolate( z1, o2->s, z2, d2->s );
240 }
241
242 /* Now repeat the process for t */
243
244 if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
245 if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
246 if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
247
248 if( ! TransLeq( o2, d1 )) {
249 /* Technically, no intersection -- do our best */
250 v->t = (o2->t + d1->t) / 2;
251 } else if( TransLeq( d1, d2 )) {
252 /* Interpolate between o2 and d1 */
253 z1 = TransEval( o1, o2, d1 );
254 z2 = TransEval( o2, d1, d2 );
255 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
256 v->t = Interpolate( z1, o2->t, z2, d1->t );
257 } else {
258 /* Interpolate between o2 and d2 */
259 z1 = TransSign( o1, o2, d1 );
260 z2 = -TransSign( o1, d2, d1 );
261 if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
262 v->t = Interpolate( z1, o2->t, z2, d2->t );
263 }
264}
#define Interpolate(a, x, b, y)
Definition geom.c:179
#define Swap(a, b)
Definition geom.c:201
#define TransEval(u, v, w)
Definition geom.h:61
#define TransLeq(u, v)
Definition geom.h:59
#define EdgeSign(u, v, w)
Definition geom.h:55
#define TransSign(u, v, w)
Definition geom.h:62
#define EdgeEval(u, v, w)
Definition geom.h:54

References EdgeEval, EdgeSign, Interpolate, GLUvertex::s, Swap, GLUvertex::t, TransEval, TransLeq, TransSign, and VertLeq.

Referenced by CheckForIntersect().

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◆ __gl_edgeSign()

GLdouble __gl_edgeSign ( GLUvertex u,
GLUvertex v,
GLUvertex w 
)
78{
79 /* Returns a number whose sign matches EdgeEval(u,v,w) but which
80 * is cheaper to evaluate. Returns > 0, == 0 , or < 0
81 * as v is above, on, or below the edge uw.
82 */
83 GLdouble gapL, gapR;
84
85 assert( VertLeq( u, v ) && VertLeq( v, w ));
86
87 gapL = v->s - u->s;
88 gapR = w->s - v->s;
89
90 if( gapL + gapR > 0 ) {
91 return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
92 }
93 /* vertical line */
94 return 0;
95}

References GLUvertex::s, GLUvertex::t, and VertLeq.

◆ __gl_transEval()

GLdouble __gl_transEval ( GLUvertex u,
GLUvertex v,
GLUvertex w 
)
103{
104 /* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
105 * evaluates the t-coord of the edge uw at the s-coord of the vertex v.
106 * Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
107 * If uw is vertical (and thus passes thru v), the result is zero.
108 *
109 * The calculation is extremely accurate and stable, even when v
110 * is very close to u or w. In particular if we set v->s = 0 and
111 * let r be the negated result (this evaluates (uw)(v->t)), then
112 * r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
113 */
114 GLdouble gapL, gapR;
115
116 assert( TransLeq( u, v ) && TransLeq( v, w ));
117
118 gapL = v->t - u->t;
119 gapR = w->t - v->t;
120
121 if( gapL + gapR > 0 ) {
122 if( gapL < gapR ) {
123 return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
124 } else {
125 return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
126 }
127 }
128 /* vertical line */
129 return 0;
130}

References GLUvertex::s, GLUvertex::t, and TransLeq.

◆ __gl_transSign()

GLdouble __gl_transSign ( GLUvertex u,
GLUvertex v,
GLUvertex w 
)
133{
134 /* Returns a number whose sign matches TransEval(u,v,w) but which
135 * is cheaper to evaluate. Returns > 0, == 0 , or < 0
136 * as v is above, on, or below the edge uw.
137 */
138 GLdouble gapL, gapR;
139
140 assert( TransLeq( u, v ) && TransLeq( v, w ));
141
142 gapL = v->t - u->t;
143 gapR = w->t - v->t;
144
145 if( gapL + gapR > 0 ) {
146 return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
147 }
148 /* vertical line */
149 return 0;
150}

References GLUvertex::s, GLUvertex::t, and TransLeq.

◆ __gl_vertCCW()

int __gl_vertCCW ( GLUvertex u,
GLUvertex v,
GLUvertex w 
)
154{
155 /* For almost-degenerate situations, the results are not reliable.
156 * Unless the floating-point arithmetic can be performed without
157 * rounding errors, *any* implementation will give incorrect results
158 * on some degenerate inputs, so the client must have some way to
159 * handle this situation.
160 */
161 return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
162}

References GLUvertex::s, and GLUvertex::t.

◆ __gl_vertLeq()

int __gl_vertLeq ( GLUvertex u,
GLUvertex v 
)
41{
42 /* Returns TRUE if u is lexicographically <= v. */
43
44 return VertLeq( u, v );
45}

References VertLeq.

Referenced by InitPriorityQ().

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