/* ** 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. ** */ /* ** Author: Eric Veach, July 1994. ** */ #ifndef __geom_h_ #define __geom_h_ #include "mesh.h" #ifdef NO_BRANCH_CONDITIONS /* MIPS architecture has special instructions to evaluate boolean * conditions -- more efficient than branching, IF you can get the * compiler to generate the right instructions (SGI compiler doesn't) */ #define VertEq(u,v) (((u)->s == (v)->s) & ((u)->t == (v)->t)) #define VertLeq(u,v) (((u)->s < (v)->s) | \ ((u)->s == (v)->s & (u)->t <= (v)->t)) #else #define VertEq(u,v) ((u)->s == (v)->s && (u)->t == (v)->t) #define VertLeq(u,v) (((u)->s < (v)->s) || \ ((u)->s == (v)->s && (u)->t <= (v)->t)) #endif #define EdgeEval(u,v,w) __gl_edgeEval(u,v,w) #define EdgeSign(u,v,w) __gl_edgeSign(u,v,w) /* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */ #define TransLeq(u,v) (((u)->t < (v)->t) || \ ((u)->t == (v)->t && (u)->s <= (v)->s)) #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 ) #undef ABS #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) 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 ); #endif