Import libtess.js
This commit is contained in:
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src/libtess.js/render.js
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591
src/libtess.js/render.js
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/**
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* Copyright 2000, Silicon Graphics, Inc. All Rights Reserved.
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* Copyright 2012, Google Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* 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 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 OR
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* 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 OR
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* IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Original Code. The Original Code is: OpenGL Sample Implementation,
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* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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* Copyright in any portions created by third parties is as indicated
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* elsewhere herein. All Rights Reserved.
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*/
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/**
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* @author Eric Veach, July 1994
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* @author Brendan Kenny
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*/
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// require libtess
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// require libtess.CachedVertex
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// require libtess.GluTesselator
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// require libtess.GluFace
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// require libtess.GluHalfEdge
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// require libtess.GluMesh
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/*global libtess */
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// TODO(bckenny): most of these doc strings are probably more internal comments
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libtess.render = function() {
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};
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/**
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* [SIGN_INCONSISTENT_ description]
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* @type {number}
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* @private
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* @const
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*/
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libtess.render.SIGN_INCONSISTENT_ = 2;
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/**
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* render.renderMesh(tess, mesh) takes a mesh and breaks it into triangle
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* fans, strips, and separate triangles. A substantial effort is made
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* to use as few rendering primitives as possible (i.e. to make the fans
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* and strips as large as possible).
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*
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* The rendering output is provided as callbacks (see the api).
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*
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluMesh} mesh [description]
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*/
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libtess.render.renderMesh = function(tess, mesh) {
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// Make a list of separate triangles so we can render them all at once
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tess.lonelyTriList = null;
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var f;
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for(f = mesh.fHead.next; f !== mesh.fHead; f = f.next) {
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f.marked = false;
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}
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for(f = mesh.fHead.next; f !== mesh.fHead; f = f.next) {
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// We examine all faces in an arbitrary order. Whenever we find
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// an unprocessed face F, we output a group of faces including F
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// whose size is maximum.
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if (f.inside && ! f.marked) {
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libtess.render.renderMaximumFaceGroup_(tess, f);
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libtess.assert(f.marked);
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}
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}
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if (tess.lonelyTriList !== null) {
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libtess.render.renderLonelyTriangles_(tess, tess.lonelyTriList);
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tess.lonelyTriList = null;
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}
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};
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/**
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* render.renderBoundary(tess, mesh) takes a mesh, and outputs one
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* contour for each face marked "inside". The rendering output is
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* provided as callbacks (see the api).
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*
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluMesh} mesh [description]
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*/
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libtess.render.renderBoundary = function(tess, mesh) {
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for (var f = mesh.fHead.next; f !== mesh.fHead; f = f.next) {
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if (f.inside) {
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tess.callBeginOrBeginData(libtess.primitiveType.GL_LINE_LOOP);
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var e = f.anEdge;
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do {
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tess.callVertexOrVertexData(e.org.data);
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e = e.lNext;
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} while (e !== f.anEdge);
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tess.callEndOrEndData();
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}
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}
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};
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/**
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* render.renderCache(tess) takes a single contour and tries to render it
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* as a triangle fan. This handles convex polygons, as well as some
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* non-convex polygons if we get lucky.
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*
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* Returns true if the polygon was successfully rendered. The rendering
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* output is provided as callbacks (see the api).
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*
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* @param {libtess.GluTesselator} tess [description]
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* @return {boolean} [description]
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*/
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libtess.render.renderCache = function(tess) {
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if (tess.cacheCount < 3) {
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// degenerate contour -- no output
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return true;
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}
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// TODO(bckenny): better init?
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var norm = [0, 0, 0];
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norm[0] = tess.normal[0];
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norm[1] = tess.normal[1];
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norm[2] = tess.normal[2];
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if (norm[0] === 0 && norm[1] === 0 && norm[2] === 0) {
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libtess.render.computeNormal_(tess, norm, false);
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}
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var sign = libtess.render.computeNormal_(tess, norm, true);
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if (sign === libtess.render.SIGN_INCONSISTENT_) {
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// fan triangles did not have a consistent orientation
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return false;
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}
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if (sign === 0) {
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// all triangles were degenerate
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return true;
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}
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// make sure we do the right thing for each winding rule
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switch(tess.windingRule) {
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case libtess.windingRule.GLU_TESS_WINDING_ODD:
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case libtess.windingRule.GLU_TESS_WINDING_NONZERO:
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break;
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case libtess.windingRule.GLU_TESS_WINDING_POSITIVE:
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if (sign < 0) {
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return true;
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}
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break;
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case libtess.windingRule.GLU_TESS_WINDING_NEGATIVE:
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if (sign > 0) {
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return true;
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}
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break;
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case libtess.windingRule.GLU_TESS_WINDING_ABS_GEQ_TWO:
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return true;
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}
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tess.callBeginOrBeginData(tess.boundaryOnly ?
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libtess.primitiveType.GL_LINE_LOOP : (tess.cacheCount > 3) ?
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libtess.primitiveType.GL_TRIANGLE_FAN : libtess.primitiveType.GL_TRIANGLES);
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// indexes into tess.cache to replace pointers
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// TODO(bckenny): refactor to be more straightforward
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var v0 = 0;
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var vn = v0 + tess.cacheCount;
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var vc;
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tess.callVertexOrVertexData(tess.cache[v0].data);
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if (sign > 0) {
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for (vc = v0+1; vc < vn; ++vc) {
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tess.callVertexOrVertexData(tess.cache[vc].data);
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}
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} else {
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for(vc = vn-1; vc > v0; --vc) {
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tess.callVertexOrVertexData(tess.cache[vc].data);
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}
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}
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tess.callEndOrEndData();
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return true;
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};
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/**
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* Returns true if face has been marked temporarily.
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* @private
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* @param {libtess.GluFace} f [description]
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* @return {boolean} [description]
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*/
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libtess.render.marked_ = function(f) {
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// NOTE(bckenny): originally macro
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return (!f.inside || f.marked);
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};
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/**
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* [freeTrail description]
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* @private
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* @param {libtess.GluFace} t [description]
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*/
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libtess.render.freeTrail_ = function(t) {
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// NOTE(bckenny): originally macro
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while (t !== null) {
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t.marked = false;
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t = t.trail;
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}
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};
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/**
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* eOrig.lFace is the face we want to render. We want to find the size
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* of a maximal fan around eOrig.org. To do this we just walk around
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* the origin vertex as far as possible in both directions.
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* @private
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* @param {libtess.GluHalfEdge} eOrig [description]
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* @return {libtess.FaceCount} [description]
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*/
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libtess.render.maximumFan_ = function(eOrig) {
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// TODO(bckenny): probably have dest FaceCount passed in (see renderMaximumFaceGroup)
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var newFace = new libtess.FaceCount(0, null, libtess.render.renderFan_);
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var trail = null;
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var e;
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for(e = eOrig; !libtess.render.marked_(e.lFace); e = e.oNext) {
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// NOTE(bckenny): AddToTrail(e.lFace, trail) macro
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e.lFace.trail = trail;
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trail = e.lFace;
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e.lFace.marked = true;
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++newFace.size;
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}
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for(e = eOrig; !libtess.render.marked_(e.rFace()); e = e.oPrev()) {
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// NOTE(bckenny): AddToTrail(e.rFace(), trail) macro
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e.rFace().trail = trail;
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trail = e.rFace();
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e.rFace().marked = true;
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++newFace.size;
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}
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newFace.eStart = e;
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libtess.render.freeTrail_(trail);
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return newFace;
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};
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/**
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* Here we are looking for a maximal strip that contains the vertices
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* eOrig.org, eOrig.dst(), eOrig.lNext.dst() (in that order or the
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* reverse, such that all triangles are oriented CCW).
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*
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* Again we walk forward and backward as far as possible. However for
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* strips there is a twist: to get CCW orientations, there must be
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* an *even* number of triangles in the strip on one side of eOrig.
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* We walk the strip starting on a side with an even number of triangles;
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* if both side have an odd number, we are forced to shorten one side.
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* @private
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* @param {libtess.GluHalfEdge} eOrig [description]
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* @return {libtess.FaceCount} [description]
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*/
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libtess.render.maximumStrip_ = function(eOrig) {
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// TODO(bckenny): probably have dest FaceCount passed in (see renderMaximumFaceGroup)
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var newFace = new libtess.FaceCount(0, null, libtess.render.renderStrip_);
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var headSize = 0;
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var tailSize = 0;
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var trail = null;
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var e;
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var eTail;
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var eHead;
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for (e = eOrig; !libtess.render.marked_(e.lFace); ++tailSize, e = e.oNext) {
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// NOTE(bckenny): AddToTrail(e.lFace, trail) macro
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e.lFace.trail = trail;
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trail = e.lFace;
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e.lFace.marked = true;
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++tailSize;
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e = e.dPrev();
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if (libtess.render.marked_(e.lFace)) {
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break;
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}
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// NOTE(bckenny): AddToTrail(e.lFace, trail) macro
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e.lFace.trail = trail;
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trail = e.lFace;
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e.lFace.marked = true;
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}
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eTail = e;
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for (e = eOrig; !libtess.render.marked_(e.rFace()); ++headSize, e = e.dNext()) {
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// NOTE(bckenny): AddToTrail(e.rFace(), trail) macro
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e.rFace().trail = trail;
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trail = e.rFace();
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e.rFace().marked = true;
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++headSize;
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e = e.oPrev();
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if (libtess.render.marked_(e.rFace())) {
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break;
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}
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// NOTE(bckenny): AddToTrail(e.rFace(), trail) macro
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e.rFace().trail = trail;
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trail = e.rFace();
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e.rFace().marked = true;
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}
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eHead = e;
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newFace.size = tailSize + headSize;
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if ((tailSize & 1) === 0) { // isEven
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newFace.eStart = eTail.sym;
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} else if ((headSize & 1) === 0) { // isEven
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newFace.eStart = eHead;
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} else {
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// Both sides have odd length, we must shorten one of them. In fact,
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// we must start from eHead to guarantee inclusion of eOrig.lFace.
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--newFace.size;
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newFace.eStart = eHead.oNext;
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}
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libtess.render.freeTrail_(trail);
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return newFace;
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};
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/**
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* Render as many CCW triangles as possible in a fan starting from
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* edge "e". The fan *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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* @private
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluHalfEdge} e [description]
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* @param {number} size [description]
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*/
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libtess.render.renderFan_ = function(tess, e, size) {
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tess.callBeginOrBeginData(libtess.primitiveType.GL_TRIANGLE_FAN);
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tess.callVertexOrVertexData(e.org.data);
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tess.callVertexOrVertexData(e.dst().data);
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while (!libtess.render.marked_(e.lFace)) {
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e.lFace.marked = true;
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--size;
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e = e.oNext;
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tess.callVertexOrVertexData(e.dst().data);
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}
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libtess.assert(size === 0);
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tess.callEndOrEndData();
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};
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/**
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* Render as many CCW triangles as possible in a strip starting from
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* edge e. The strip *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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* @private
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluHalfEdge} e [description]
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* @param {number} size [description]
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*/
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libtess.render.renderStrip_ = function(tess, e, size) {
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tess.callBeginOrBeginData(libtess.primitiveType.GL_TRIANGLE_STRIP);
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tess.callVertexOrVertexData(e.org.data);
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tess.callVertexOrVertexData(e.dst().data);
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while (!libtess.render.marked_(e.lFace)) {
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e.lFace.marked = true;
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--size;
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e = e.dPrev();
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tess.callVertexOrVertexData(e.org.data);
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if (libtess.render.marked_(e.lFace)) {
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break;
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}
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e.lFace.marked = true;
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--size;
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e = e.oNext;
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tess.callVertexOrVertexData(e.dst().data);
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}
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libtess.assert(size === 0);
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tess.callEndOrEndData();
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};
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/**
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* Just add the triangle to a triangle list, so we can render all
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* the separate triangles at once.
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* @private
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluHalfEdge} e [description]
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* @param {number} size [description]
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*/
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libtess.render.renderTriangle_ = function(tess, e, size) {
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libtess.assert(size === 1);
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// NOTE(bckenny): AddToTrail(e.lFace, tess.lonelyTriList) macro
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e.lFace.trail = tess.lonelyTriList;
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tess.lonelyTriList = e.lFace;
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e.lFace.marked = true;
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};
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/**
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* We want to find the largest triangle fan or strip of unmarked faces
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* which includes the given face fOrig. There are 3 possible fans
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* passing through fOrig (one centered at each vertex), and 3 possible
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* strips (one for each CCW permutation of the vertices). Our strategy
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* is to try all of these, and take the primitive which uses the most
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* triangles (a greedy approach).
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* @private
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* @param {libtess.GluTesselator} tess [description]
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* @param {libtess.GluFace} fOrig [description]
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*/
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libtess.render.renderMaximumFaceGroup_ = function(tess, fOrig) {
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var e = fOrig.anEdge;
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// TODO(bckenny): see faceCount comments from below. should probably create
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// two here and pass one in and compare against the other to find max
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// maybe doesnt matter since so short lived
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var max = new libtess.FaceCount(1, e, libtess.render.renderTriangle_);
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var newFace;
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if (!tess.flagBoundary) {
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newFace = libtess.render.maximumFan_(e);
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if (newFace.size > max.size) {
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max = newFace;
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}
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newFace = libtess.render.maximumFan_(e.lNext);
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if (newFace.size > max.size) {
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max = newFace;
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}
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newFace = libtess.render.maximumFan_(e.lPrev());
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if (newFace.size > max.size) {
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max = newFace;
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}
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newFace = libtess.render.maximumStrip_(e);
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if (newFace.size > max.size) {
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max = newFace;
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}
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newFace = libtess.render.maximumStrip_(e.lNext);
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if (newFace.size > max.size) {
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max = newFace;
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}
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||||
newFace = libtess.render.maximumStrip_(e.lPrev());
|
||||
if (newFace.size > max.size) {
|
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max = newFace;
|
||||
}
|
||||
}
|
||||
|
||||
max.render(tess, max.eStart, max.size);
|
||||
};
|
||||
|
||||
/**
|
||||
* Now we render all the separate triangles which could not be
|
||||
* grouped into a triangle fan or strip.
|
||||
* @private
|
||||
* @param {libtess.GluTesselator} tess [description]
|
||||
* @param {libtess.GluFace} head [description]
|
||||
*/
|
||||
libtess.render.renderLonelyTriangles_ = function(tess, head) {
|
||||
// TODO(bckenny): edgeState needs to be boolean, but != on first call
|
||||
// force edge state output for first vertex
|
||||
var edgeState = -1;
|
||||
|
||||
var f = head;
|
||||
|
||||
tess.callBeginOrBeginData(libtess.primitiveType.GL_TRIANGLES);
|
||||
|
||||
for(; f !== null; f = f.trail) {
|
||||
// Loop once for each edge (there will always be 3 edges)
|
||||
var e = f.anEdge;
|
||||
do {
|
||||
if (tess.flagBoundary) {
|
||||
// Set the "edge state" to true just before we output the
|
||||
// first vertex of each edge on the polygon boundary.
|
||||
var newState = !e.rFace().inside ? 1 : 0; // TODO(bckenny): total hack to get edgeState working. fix me.
|
||||
if (edgeState !== newState) {
|
||||
edgeState = newState;
|
||||
// TODO(bckenny): edgeState should be boolean now
|
||||
tess.callEdgeFlagOrEdgeFlagData(!!edgeState);
|
||||
}
|
||||
}
|
||||
tess.callVertexOrVertexData(e.org.data);
|
||||
|
||||
e = e.lNext;
|
||||
} while (e !== f.anEdge);
|
||||
}
|
||||
|
||||
tess.callEndOrEndData();
|
||||
};
|
||||
|
||||
/**
|
||||
* If check==false, we compute the polygon normal and place it in norm[].
|
||||
* If check==true, we check that each triangle in the fan from v0 has a
|
||||
* consistent orientation with respect to norm[]. If triangles are
|
||||
* consistently oriented CCW, return 1; if CW, return -1; if all triangles
|
||||
* are degenerate return 0; otherwise (no consistent orientation) return
|
||||
* render.SIGN_INCONSISTENT_.
|
||||
* @private
|
||||
* @param {libtess.GluTesselator} tess [description]
|
||||
* @param {Array.<number>} norm [description]
|
||||
* @param {boolean} check [description]
|
||||
* @return {number} int
|
||||
*/
|
||||
libtess.render.computeNormal_ = function(tess, norm, check) {
|
||||
/* Find the polygon normal. It is important to get a reasonable
|
||||
* normal even when the polygon is self-intersecting (eg. a bowtie).
|
||||
* Otherwise, the computed normal could be very tiny, but perpendicular
|
||||
* to the true plane of the polygon due to numerical noise. Then all
|
||||
* the triangles would appear to be degenerate and we would incorrectly
|
||||
* decompose the polygon as a fan (or simply not render it at all).
|
||||
*
|
||||
* We use a sum-of-triangles normal algorithm rather than the more
|
||||
* efficient sum-of-trapezoids method (used in checkOrientation()
|
||||
* in normal.js). This lets us explicitly reverse the signed area
|
||||
* of some triangles to get a reasonable normal in the self-intersecting
|
||||
* case.
|
||||
*/
|
||||
if (!check) {
|
||||
norm[0] = norm[1] = norm[2] = 0;
|
||||
}
|
||||
|
||||
// indexes into tess.cache to replace pointers
|
||||
// TODO(bckenny): refactor to be more straightforward
|
||||
var v0 = 0;
|
||||
var vn = v0 + tess.cacheCount;
|
||||
var vc = v0 + 1;
|
||||
var vert0 = tess.cache[v0];
|
||||
var vertc = tess.cache[vc];
|
||||
|
||||
var xc = vertc.coords[0] - vert0.coords[0];
|
||||
var yc = vertc.coords[1] - vert0.coords[1];
|
||||
var zc = vertc.coords[2] - vert0.coords[2];
|
||||
|
||||
var sign = 0;
|
||||
while (++vc < vn) {
|
||||
vertc = tess.cache[vc];
|
||||
var xp = xc;
|
||||
var yp = yc;
|
||||
var zp = zc;
|
||||
xc = vertc.coords[0] - vert0.coords[0];
|
||||
yc = vertc.coords[1] - vert0.coords[1];
|
||||
zc = vertc.coords[2] - vert0.coords[2];
|
||||
|
||||
// Compute (vp - v0) cross (vc - v0)
|
||||
var n = [0, 0, 0]; // TODO(bckenny): better init?
|
||||
n[0] = yp*zc - zp*yc;
|
||||
n[1] = zp*xc - xp*zc;
|
||||
n[2] = xp*yc - yp*xc;
|
||||
|
||||
var dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2];
|
||||
if (!check) {
|
||||
// Reverse the contribution of back-facing triangles to get
|
||||
// a reasonable normal for self-intersecting polygons (see above)
|
||||
if (dot >= 0) {
|
||||
norm[0] += n[0];
|
||||
norm[1] += n[1];
|
||||
norm[2] += n[2];
|
||||
} else {
|
||||
norm[0] -= n[0];
|
||||
norm[1] -= n[1];
|
||||
norm[2] -= n[2];
|
||||
}
|
||||
} else if (dot !== 0) {
|
||||
// Check the new orientation for consistency with previous triangles
|
||||
if (dot > 0) {
|
||||
if (sign < 0) {
|
||||
return libtess.render.SIGN_INCONSISTENT_;
|
||||
}
|
||||
sign = 1;
|
||||
} else {
|
||||
if (sign > 0) {
|
||||
return libtess.render.SIGN_INCONSISTENT_;
|
||||
}
|
||||
sign = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return sign;
|
||||
};
|
||||
Reference in New Issue
Block a user