Prusa Slicer 2.6.0
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normal.c File Reference
#include "gluos.h"
#include "mesh.h"
#include "tess.h"
#include "normal.h"
#include <math.h>
#include <assert.h>
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Go to the source code of this file.

Macros

#define TRUE   1
 
#define FALSE   0
 
#define Dot(u, v)   (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
 
#define ABS(x)   ((x) < 0 ? -(x) : (x))
 
#define S_UNIT_X   1.0
 
#define S_UNIT_Y   0.0
 

Functions

static int LongAxis (GLdouble v[3])
 
static void ComputeNormal (GLUtesselator *tess, GLdouble norm[3])
 
static void CheckOrientation (GLUtesselator *tess)
 
void __gl_projectPolygon (GLUtesselator *tess)
 

Macro Definition Documentation

◆ ABS

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

◆ Dot

#define Dot (   u,
 
)    (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])

◆ FALSE

#define FALSE   0

◆ S_UNIT_X

#define S_UNIT_X   1.0

◆ S_UNIT_Y

#define S_UNIT_Y   0.0

◆ TRUE

#define TRUE   1

Function Documentation

◆ __gl_projectPolygon()

void __gl_projectPolygon ( GLUtesselator tess)
199{
200 GLUvertex *v, *vHead = &tess->mesh->vHead;
201 GLdouble norm[3];
202 GLdouble *sUnit, *tUnit;
203 int i, computedNormal = FALSE;
204
205 norm[0] = tess->normal[0];
206 norm[1] = tess->normal[1];
207 norm[2] = tess->normal[2];
208 if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
209 ComputeNormal( tess, norm );
210 computedNormal = TRUE;
211 }
212 sUnit = tess->sUnit;
213 tUnit = tess->tUnit;
214 i = LongAxis( norm );
215
216#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
217 /* Choose the initial sUnit vector to be approximately perpendicular
218 * to the normal.
219 */
220 Normalize( norm );
221
222 sUnit[i] = 0;
223 sUnit[(i+1)%3] = S_UNIT_X;
224 sUnit[(i+2)%3] = S_UNIT_Y;
225
226 /* Now make it exactly perpendicular */
227 w = Dot( sUnit, norm );
228 sUnit[0] -= w * norm[0];
229 sUnit[1] -= w * norm[1];
230 sUnit[2] -= w * norm[2];
231 Normalize( sUnit );
232
233 /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
234 tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
235 tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
236 tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
237 Normalize( tUnit );
238#else
239 /* Project perpendicular to a coordinate axis -- better numerically */
240 sUnit[i] = 0;
241 sUnit[(i+1)%3] = S_UNIT_X;
242 sUnit[(i+2)%3] = S_UNIT_Y;
243
244 tUnit[i] = 0;
245 tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
246 tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
247#endif
248
249 /* Project the vertices onto the sweep plane */
250 for( v = vHead->next; v != vHead; v = v->next ) {
251 v->s = Dot( v->coords, sUnit );
252 v->t = Dot( v->coords, tUnit );
253 }
254 if( computedNormal ) {
255 CheckOrientation( tess );
256 }
257}
double GLdouble
Definition glu-libtess.h:65
GLUvertex vHead
Definition mesh.h:164
GLdouble t
Definition mesh.h:122
GLdouble coords[3]
Definition mesh.h:121
GLdouble s
Definition mesh.h:122
GLUvertex * next
Definition mesh.h:115
Definition mesh.h:114
static void ComputeNormal(GLUtesselator *tess, GLdouble norm[3])
Definition normal.c:76
#define S_UNIT_X
Definition normal.c:190
static int LongAxis(GLdouble v[3])
Definition normal.c:67
#define TRUE
Definition normal.c:43
#define FALSE
Definition normal.c:46
static void CheckOrientation(GLUtesselator *tess)
Definition normal.c:141
#define Dot(u, v)
Definition normal.c:49
#define S_UNIT_Y
Definition normal.c:191
GLdouble tUnit[3]
Definition tess.h:75
GLdouble sUnit[3]
Definition tess.h:74
GLdouble normal[3]
Definition tess.h:73
GLUmesh * mesh
Definition tess.h:66

References CheckOrientation(), ComputeNormal(), GLUvertex::coords, Dot, FALSE, LongAxis(), GLUtesselator::mesh, GLUvertex::next, GLUtesselator::normal, GLUvertex::s, S_UNIT_X, S_UNIT_Y, GLUtesselator::sUnit, GLUvertex::t, TRUE, GLUtesselator::tUnit, and GLUmesh::vHead.

Referenced by gluTessEndPolygon().

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◆ CheckOrientation()

static void CheckOrientation ( GLUtesselator tess)
static
142{
144 GLUface *f, *fHead = &tess->mesh->fHead;
145 GLUvertex *v, *vHead = &tess->mesh->vHead;
146 GLUhalfEdge *e;
147
148 /* When we compute the normal automatically, we choose the orientation
149 * so that the sum of the signed areas of all contours is non-negative.
150 */
151 area = 0;
152 for( f = fHead->next; f != fHead; f = f->next ) {
153 e = f->anEdge;
154 if( e->winding <= 0 ) continue;
155 do {
156 area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
157 e = e->Lnext;
158 } while( e != f->anEdge );
159 }
160 if( area < 0 ) {
161 /* Reverse the orientation by flipping all the t-coordinates */
162 for( v = vHead->next; v != vHead; v = v->next ) {
163 v->t = - v->t;
164 }
165 tess->tUnit[0] = - tess->tUnit[0];
166 tess->tUnit[1] = - tess->tUnit[1];
167 tess->tUnit[2] = - tess->tUnit[2];
168 }
169}
GLUhalfEdge * anEdge
Definition mesh.h:129
GLUhalfEdge * Lnext
Definition mesh.h:142
GLUvertex * Org
Definition mesh.h:143
GLUface fHead
Definition mesh.h:165
int winding
Definition mesh.h:148
GLUface * next
Definition mesh.h:127
Definition mesh.h:138
Definition mesh.h:126
Unit area(const Cntr &poly, const PathTag &)
Definition geometry_traits.hpp:971

References GLUface::anEdge, GLUmesh::fHead, GLUhalfEdge::Lnext, GLUtesselator::mesh, GLUvertex::next, GLUface::next, GLUhalfEdge::Org, GLUvertex::s, GLUvertex::t, GLUtesselator::tUnit, GLUmesh::vHead, and GLUhalfEdge::winding.

Referenced by __gl_projectPolygon().

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◆ ComputeNormal()

static void ComputeNormal ( GLUtesselator tess,
GLdouble  norm[3] 
)
static
77{
78 GLUvertex *v, *v1, *v2;
79 GLdouble c, tLen2, maxLen2;
80 GLdouble maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
81 GLUvertex *maxVert[3], *minVert[3];
82 GLUvertex *vHead = &tess->mesh->vHead;
83 int i;
84
85 maxVal[0] = maxVal[1] = maxVal[2] = -2 * GLU_TESS_MAX_COORD;
86 minVal[0] = minVal[1] = minVal[2] = 2 * GLU_TESS_MAX_COORD;
87
88 for( v = vHead->next; v != vHead; v = v->next ) {
89 for( i = 0; i < 3; ++i ) {
90 c = v->coords[i];
91 if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
92 if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
93 }
94 }
95
96 /* Find two vertices separated by at least 1/sqrt(3) of the maximum
97 * distance between any two vertices
98 */
99 i = 0;
100 if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
101 if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
102 if( minVal[i] >= maxVal[i] ) {
103 /* All vertices are the same -- normal doesn't matter */
104 norm[0] = 0; norm[1] = 0; norm[2] = 1;
105 return;
106 }
107
108 /* Look for a third vertex which forms the triangle with maximum area
109 * (Length of normal == twice the triangle area)
110 */
111 maxLen2 = 0;
112 v1 = minVert[i];
113 v2 = maxVert[i];
114 d1[0] = v1->coords[0] - v2->coords[0];
115 d1[1] = v1->coords[1] - v2->coords[1];
116 d1[2] = v1->coords[2] - v2->coords[2];
117 for( v = vHead->next; v != vHead; v = v->next ) {
118 d2[0] = v->coords[0] - v2->coords[0];
119 d2[1] = v->coords[1] - v2->coords[1];
120 d2[2] = v->coords[2] - v2->coords[2];
121 tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
122 tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
123 tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
124 tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
125 if( tLen2 > maxLen2 ) {
126 maxLen2 = tLen2;
127 norm[0] = tNorm[0];
128 norm[1] = tNorm[1];
129 norm[2] = tNorm[2];
130 }
131 }
132
133 if( maxLen2 <= 0 ) {
134 /* All points lie on a single line -- any decent normal will do */
135 norm[0] = norm[1] = norm[2] = 0;
136 norm[LongAxis(d1)] = 1;
137 }
138}
#define GLU_TESS_MAX_COORD
Definition glu-libtess.h:173

References GLUvertex::coords, GLU_TESS_MAX_COORD, LongAxis(), GLUtesselator::mesh, GLUvertex::next, and GLUmesh::vHead.

Referenced by __gl_projectPolygon().

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◆ LongAxis()

static int LongAxis ( GLdouble  v[3])
static
68{
69 int i = 0;
70
71 if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
72 if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
73 return i;
74}
#define ABS(x)
Definition normal.c:65

References ABS.

Referenced by __gl_projectPolygon(), and ComputeNormal().

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