org.lwjgl.util.glu.tessellation.Mesh Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of lwjgl_util Show documentation
Show all versions of lwjgl_util Show documentation
Lighweight Java Game Library
/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Portions Copyright (C) 2003-2006 Sun Microsystems, Inc.
* All rights reserved.
*/
/*
** 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.
**
** NOTE: The Original Code (as defined below) has been licensed to Sun
** Microsystems, Inc. ("Sun") under the SGI Free Software License B
** (Version 1.1), shown above ("SGI License"). Pursuant to Section
** 3.2(3) of the SGI License, Sun is distributing the Covered Code to
** you under an alternative license ("Alternative License"). This
** Alternative License includes all of the provisions of the SGI License
** except that Section 2.2 and 11 are omitted. Any differences between
** the Alternative License and the SGI License are offered solely by Sun
** and not by SGI.
**
** 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
** Java Port: Pepijn Van Eeckhoudt, July 2003
** Java Port: Nathan Parker Burg, August 2003
*/
package org.lwjgl.util.glu.tessellation;
class Mesh {
private Mesh() {
}
/************************ Utility Routines ************************/
/* MakeEdge creates a new pair of half-edges which form their own loop.
* No vertex or face structures are allocated, but these must be assigned
* before the current edge operation is completed.
*/
static GLUhalfEdge MakeEdge(GLUhalfEdge eNext) {
GLUhalfEdge e;
GLUhalfEdge eSym;
GLUhalfEdge ePrev;
// EdgePair * pair = (EdgePair *)
// memAlloc(sizeof(EdgePair));
// if (pair == NULL) return NULL;
//
// e = &pair - > e;
e = new GLUhalfEdge(true);
// eSym = &pair - > eSym;
eSym = new GLUhalfEdge(false);
/* Make sure eNext points to the first edge of the edge pair */
if (!eNext.first) {
eNext = eNext.Sym;
}
/* Insert in circular doubly-linked list before eNext.
* Note that the prev pointer is stored in Sym->next.
*/
ePrev = eNext.Sym.next;
eSym.next = ePrev;
ePrev.Sym.next = e;
e.next = eNext;
eNext.Sym.next = eSym;
e.Sym = eSym;
e.Onext = e;
e.Lnext = eSym;
e.Org = null;
e.Lface = null;
e.winding = 0;
e.activeRegion = null;
eSym.Sym = e;
eSym.Onext = eSym;
eSym.Lnext = e;
eSym.Org = null;
eSym.Lface = null;
eSym.winding = 0;
eSym.activeRegion = null;
return e;
}
/* Splice( a, b ) is best described by the Guibas/Stolfi paper or the
* CS348a notes (see mesh.h). Basically it modifies the mesh so that
* a->Onext and b->Onext are exchanged. This can have various effects
* depending on whether a and b belong to different face or vertex rings.
* For more explanation see __gl_meshSplice() below.
*/
static void Splice(GLUhalfEdge a, GLUhalfEdge b) {
GLUhalfEdge aOnext = a.Onext;
GLUhalfEdge bOnext = b.Onext;
aOnext.Sym.Lnext = b;
bOnext.Sym.Lnext = a;
a.Onext = bOnext;
b.Onext = aOnext;
}
/* MakeVertex( newVertex, eOrig, vNext ) attaches a new vertex and makes it the
* origin of all edges in the vertex loop to which eOrig belongs. "vNext" gives
* a place to insert the new vertex in the global vertex list. We insert
* the new vertex *before* vNext so that algorithms which walk the vertex
* list will not see the newly created vertices.
*/
static void MakeVertex(GLUvertex newVertex,
GLUhalfEdge eOrig, GLUvertex vNext) {
GLUhalfEdge e;
GLUvertex vPrev;
GLUvertex vNew = newVertex;
assert (vNew != null);
/* insert in circular doubly-linked list before vNext */
vPrev = vNext.prev;
vNew.prev = vPrev;
vPrev.next = vNew;
vNew.next = vNext;
vNext.prev = vNew;
vNew.anEdge = eOrig;
vNew.data = null;
/* leave coords, s, t undefined */
/* fix other edges on this vertex loop */
e = eOrig;
do {
e.Org = vNew;
e = e.Onext;
} while (e != eOrig);
}
/* MakeFace( newFace, eOrig, fNext ) attaches a new face and makes it the left
* face of all edges in the face loop to which eOrig belongs. "fNext" gives
* a place to insert the new face in the global face list. We insert
* the new face *before* fNext so that algorithms which walk the face
* list will not see the newly created faces.
*/
static void MakeFace(GLUface newFace, GLUhalfEdge eOrig, GLUface fNext) {
GLUhalfEdge e;
GLUface fPrev;
GLUface fNew = newFace;
assert (fNew != null);
/* insert in circular doubly-linked list before fNext */
fPrev = fNext.prev;
fNew.prev = fPrev;
fPrev.next = fNew;
fNew.next = fNext;
fNext.prev = fNew;
fNew.anEdge = eOrig;
fNew.data = null;
fNew.trail = null;
fNew.marked = false;
/* The new face is marked "inside" if the old one was. This is a
* convenience for the common case where a face has been split in two.
*/
fNew.inside = fNext.inside;
/* fix other edges on this face loop */
e = eOrig;
do {
e.Lface = fNew;
e = e.Lnext;
} while (e != eOrig);
}
/* KillEdge( eDel ) destroys an edge (the half-edges eDel and eDel->Sym),
* and removes from the global edge list.
*/
static void KillEdge(GLUhalfEdge eDel) {
GLUhalfEdge ePrev, eNext;
/* Half-edges are allocated in pairs, see EdgePair above */
if (!eDel.first) {
eDel = eDel.Sym;
}
/* delete from circular doubly-linked list */
eNext = eDel.next;
ePrev = eDel.Sym.next;
eNext.Sym.next = ePrev;
ePrev.Sym.next = eNext;
}
/* KillVertex( vDel ) destroys a vertex and removes it from the global
* vertex list. It updates the vertex loop to point to a given new vertex.
*/
static void KillVertex(GLUvertex vDel, GLUvertex newOrg) {
GLUhalfEdge e, eStart = vDel.anEdge;
GLUvertex vPrev, vNext;
/* change the origin of all affected edges */
e = eStart;
do {
e.Org = newOrg;
e = e.Onext;
} while (e != eStart);
/* delete from circular doubly-linked list */
vPrev = vDel.prev;
vNext = vDel.next;
vNext.prev = vPrev;
vPrev.next = vNext;
}
/* KillFace( fDel ) destroys a face and removes it from the global face
* list. It updates the face loop to point to a given new face.
*/
static void KillFace(GLUface fDel, GLUface newLface) {
GLUhalfEdge e, eStart = fDel.anEdge;
GLUface fPrev, fNext;
/* change the left face of all affected edges */
e = eStart;
do {
e.Lface = newLface;
e = e.Lnext;
} while (e != eStart);
/* delete from circular doubly-linked list */
fPrev = fDel.prev;
fNext = fDel.next;
fNext.prev = fPrev;
fPrev.next = fNext;
}
/****************** Basic Edge Operations **********************/
/* __gl_meshMakeEdge creates one edge, two vertices, and a loop (face).
* The loop consists of the two new half-edges.
*/
public static GLUhalfEdge __gl_meshMakeEdge(GLUmesh mesh) {
GLUvertex newVertex1 = new GLUvertex();
GLUvertex newVertex2 = new GLUvertex();
GLUface newFace = new GLUface();
GLUhalfEdge e;
e = MakeEdge(mesh.eHead);
if (e == null) return null;
MakeVertex(newVertex1, e, mesh.vHead);
MakeVertex(newVertex2, e.Sym, mesh.vHead);
MakeFace(newFace, e, mesh.fHead);
return e;
}
/* __gl_meshSplice( eOrg, eDst ) is the basic operation for changing the
* mesh connectivity and topology. It changes the mesh so that
* eOrg->Onext <- OLD( eDst->Onext )
* eDst->Onext <- OLD( eOrg->Onext )
* where OLD(...) means the value before the meshSplice operation.
*
* This can have two effects on the vertex structure:
* - if eOrg->Org != eDst->Org, the two vertices are merged together
* - if eOrg->Org == eDst->Org, the origin is split into two vertices
* In both cases, eDst->Org is changed and eOrg->Org is untouched.
*
* Similarly (and independently) for the face structure,
* - if eOrg->Lface == eDst->Lface, one loop is split into two
* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
*
* Some special cases:
* If eDst == eOrg, the operation has no effect.
* If eDst == eOrg->Lnext, the new face will have a single edge.
* If eDst == eOrg->Lprev, the old face will have a single edge.
* If eDst == eOrg->Onext, the new vertex will have a single edge.
* If eDst == eOrg->Oprev, the old vertex will have a single edge.
*/
public static boolean __gl_meshSplice(GLUhalfEdge eOrg, GLUhalfEdge eDst) {
boolean joiningLoops = false;
boolean joiningVertices = false;
if (eOrg == eDst) return true;
if (eDst.Org != eOrg.Org) {
/* We are merging two disjoint vertices -- destroy eDst->Org */
joiningVertices = true;
KillVertex(eDst.Org, eOrg.Org);
}
if (eDst.Lface != eOrg.Lface) {
/* We are connecting two disjoint loops -- destroy eDst.Lface */
joiningLoops = true;
KillFace(eDst.Lface, eOrg.Lface);
}
/* Change the edge structure */
Splice(eDst, eOrg);
if (!joiningVertices) {
GLUvertex newVertex = new GLUvertex();
/* We split one vertex into two -- the new vertex is eDst.Org.
* Make sure the old vertex points to a valid half-edge.
*/
MakeVertex(newVertex, eDst, eOrg.Org);
eOrg.Org.anEdge = eOrg;
}
if (!joiningLoops) {
GLUface newFace = new GLUface();
/* We split one loop into two -- the new loop is eDst.Lface.
* Make sure the old face points to a valid half-edge.
*/
MakeFace(newFace, eDst, eOrg.Lface);
eOrg.Lface.anEdge = eOrg;
}
return true;
}
/* __gl_meshDelete( eDel ) removes the edge eDel. There are several cases:
* if (eDel.Lface != eDel.Rface), we join two loops into one; the loop
* eDel.Lface is deleted. Otherwise, we are splitting one loop into two;
* the newly created loop will contain eDel.Dst. If the deletion of eDel
* would create isolated vertices, those are deleted as well.
*
* This function could be implemented as two calls to __gl_meshSplice
* plus a few calls to memFree, but this would allocate and delete
* unnecessary vertices and faces.
*/
static boolean __gl_meshDelete(GLUhalfEdge eDel) {
GLUhalfEdge eDelSym = eDel.Sym;
boolean joiningLoops = false;
/* First step: disconnect the origin vertex eDel.Org. We make all
* changes to get a consistent mesh in this "intermediate" state.
*/
if (eDel.Lface != eDel.Sym.Lface) {
/* We are joining two loops into one -- remove the left face */
joiningLoops = true;
KillFace(eDel.Lface, eDel.Sym.Lface);
}
if (eDel.Onext == eDel) {
KillVertex(eDel.Org, null);
} else {
/* Make sure that eDel.Org and eDel.Sym.Lface point to valid half-edges */
eDel.Sym.Lface.anEdge = eDel.Sym.Lnext;
eDel.Org.anEdge = eDel.Onext;
Splice(eDel, eDel.Sym.Lnext);
if (!joiningLoops) {
GLUface newFace = new GLUface();
/* We are splitting one loop into two -- create a new loop for eDel. */
MakeFace(newFace, eDel, eDel.Lface);
}
}
/* Claim: the mesh is now in a consistent state, except that eDel.Org
* may have been deleted. Now we disconnect eDel.Dst.
*/
if (eDelSym.Onext == eDelSym) {
KillVertex(eDelSym.Org, null);
KillFace(eDelSym.Lface, null);
} else {
/* Make sure that eDel.Dst and eDel.Lface point to valid half-edges */
eDel.Lface.anEdge = eDelSym.Sym.Lnext;
eDelSym.Org.anEdge = eDelSym.Onext;
Splice(eDelSym, eDelSym.Sym.Lnext);
}
/* Any isolated vertices or faces have already been freed. */
KillEdge(eDel);
return true;
}
/******************** Other Edge Operations **********************/
/* All these routines can be implemented with the basic edge
* operations above. They are provided for convenience and efficiency.
*/
/* __gl_meshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg.Lnext, and eNew.Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*/
static GLUhalfEdge __gl_meshAddEdgeVertex(GLUhalfEdge eOrg) {
GLUhalfEdge eNewSym;
GLUhalfEdge eNew = MakeEdge(eOrg);
eNewSym = eNew.Sym;
/* Connect the new edge appropriately */
Splice(eNew, eOrg.Lnext);
/* Set the vertex and face information */
eNew.Org = eOrg.Sym.Org;
{
GLUvertex newVertex = new GLUvertex();
MakeVertex(newVertex, eNewSym, eNew.Org);
}
eNew.Lface = eNewSym.Lface = eOrg.Lface;
return eNew;
}
/* __gl_meshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg.Lnext. The new vertex is eOrg.Sym.Org == eNew.Org.
* eOrg and eNew will have the same left face.
*/
public static GLUhalfEdge __gl_meshSplitEdge(GLUhalfEdge eOrg) {
GLUhalfEdge eNew;
GLUhalfEdge tempHalfEdge = __gl_meshAddEdgeVertex(eOrg);
eNew = tempHalfEdge.Sym;
/* Disconnect eOrg from eOrg.Sym.Org and connect it to eNew.Org */
Splice(eOrg.Sym, eOrg.Sym.Sym.Lnext);
Splice(eOrg.Sym, eNew);
/* Set the vertex and face information */
eOrg.Sym.Org = eNew.Org;
eNew.Sym.Org.anEdge = eNew.Sym; /* may have pointed to eOrg.Sym */
eNew.Sym.Lface = eOrg.Sym.Lface;
eNew.winding = eOrg.winding; /* copy old winding information */
eNew.Sym.winding = eOrg.Sym.winding;
return eNew;
}
/* __gl_meshConnect( eOrg, eDst ) creates a new edge from eOrg.Sym.Org
* to eDst.Org, and returns the corresponding half-edge eNew.
* If eOrg.Lface == eDst.Lface, this splits one loop into two,
* and the newly created loop is eNew.Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst.Lface is destroyed.
*
* If (eOrg == eDst), the new face will have only two edges.
* If (eOrg.Lnext == eDst), the old face is reduced to a single edge.
* If (eOrg.Lnext.Lnext == eDst), the old face is reduced to two edges.
*/
static GLUhalfEdge __gl_meshConnect(GLUhalfEdge eOrg, GLUhalfEdge eDst) {
GLUhalfEdge eNewSym;
boolean joiningLoops = false;
GLUhalfEdge eNew = MakeEdge(eOrg);
eNewSym = eNew.Sym;
if (eDst.Lface != eOrg.Lface) {
/* We are connecting two disjoint loops -- destroy eDst.Lface */
joiningLoops = true;
KillFace(eDst.Lface, eOrg.Lface);
}
/* Connect the new edge appropriately */
Splice(eNew, eOrg.Lnext);
Splice(eNewSym, eDst);
/* Set the vertex and face information */
eNew.Org = eOrg.Sym.Org;
eNewSym.Org = eDst.Org;
eNew.Lface = eNewSym.Lface = eOrg.Lface;
/* Make sure the old face points to a valid half-edge */
eOrg.Lface.anEdge = eNewSym;
if (!joiningLoops) {
GLUface newFace = new GLUface();
/* We split one loop into two -- the new loop is eNew.Lface */
MakeFace(newFace, eNew, eOrg.Lface);
}
return eNew;
}
/******************** Other Operations **********************/
/* __gl_meshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a null pointer as their
* left face. Any edges which also have a null pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*/
static void __gl_meshZapFace(GLUface fZap) {
GLUhalfEdge eStart = fZap.anEdge;
GLUhalfEdge e, eNext, eSym;
GLUface fPrev, fNext;
/* walk around face, deleting edges whose right face is also null */
eNext = eStart.Lnext;
do {
e = eNext;
eNext = e.Lnext;
e.Lface = null;
if (e.Sym.Lface == null) {
/* delete the edge -- see __gl_MeshDelete above */
if (e.Onext == e) {
KillVertex(e.Org, null);
} else {
/* Make sure that e.Org points to a valid half-edge */
e.Org.anEdge = e.Onext;
Splice(e, e.Sym.Lnext);
}
eSym = e.Sym;
if (eSym.Onext == eSym) {
KillVertex(eSym.Org, null);
} else {
/* Make sure that eSym.Org points to a valid half-edge */
eSym.Org.anEdge = eSym.Onext;
Splice(eSym, eSym.Sym.Lnext);
}
KillEdge(e);
}
} while (e != eStart);
/* delete from circular doubly-linked list */
fPrev = fZap.prev;
fNext = fZap.next;
fNext.prev = fPrev;
fPrev.next = fNext;
}
/* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*/
public static GLUmesh __gl_meshNewMesh() {
GLUvertex v;
GLUface f;
GLUhalfEdge e;
GLUhalfEdge eSym;
GLUmesh mesh = new GLUmesh();
v = mesh.vHead;
f = mesh.fHead;
e = mesh.eHead;
eSym = mesh.eHeadSym;
v.next = v.prev = v;
v.anEdge = null;
v.data = null;
f.next = f.prev = f;
f.anEdge = null;
f.data = null;
f.trail = null;
f.marked = false;
f.inside = false;
e.next = e;
e.Sym = eSym;
e.Onext = null;
e.Lnext = null;
e.Org = null;
e.Lface = null;
e.winding = 0;
e.activeRegion = null;
eSym.next = eSym;
eSym.Sym = e;
eSym.Onext = null;
eSym.Lnext = null;
eSym.Org = null;
eSym.Lface = null;
eSym.winding = 0;
eSym.activeRegion = null;
return mesh;
}
/* __gl_meshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*/
static GLUmesh __gl_meshUnion(GLUmesh mesh1, GLUmesh mesh2) {
GLUface f1 = mesh1.fHead;
GLUvertex v1 = mesh1.vHead;
GLUhalfEdge e1 = mesh1.eHead;
GLUface f2 = mesh2.fHead;
GLUvertex v2 = mesh2.vHead;
GLUhalfEdge e2 = mesh2.eHead;
/* Add the faces, vertices, and edges of mesh2 to those of mesh1 */
if (f2.next != f2) {
f1.prev.next = f2.next;
f2.next.prev = f1.prev;
f2.prev.next = f1;
f1.prev = f2.prev;
}
if (v2.next != v2) {
v1.prev.next = v2.next;
v2.next.prev = v1.prev;
v2.prev.next = v1;
v1.prev = v2.prev;
}
if (e2.next != e2) {
e1.Sym.next.Sym.next = e2.next;
e2.next.Sym.next = e1.Sym.next;
e2.Sym.next.Sym.next = e1;
e1.Sym.next = e2.Sym.next;
}
return mesh1;
}
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
static void __gl_meshDeleteMeshZap(GLUmesh mesh) {
GLUface fHead = mesh.fHead;
while (fHead.next != fHead) {
__gl_meshZapFace(fHead.next);
}
assert (mesh.vHead.next == mesh.vHead);
}
/* __gl_meshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
public static void __gl_meshDeleteMesh(GLUmesh mesh) {
GLUface f, fNext;
GLUvertex v, vNext;
GLUhalfEdge e, eNext;
for (f = mesh.fHead.next; f != mesh.fHead; f = fNext) {
fNext = f.next;
}
for (v = mesh.vHead.next; v != mesh.vHead; v = vNext) {
vNext = v.next;
}
for (e = mesh.eHead.next; e != mesh.eHead; e = eNext) {
/* One call frees both e and e.Sym (see EdgePair above) */
eNext = e.next;
}
}
/* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
*/
public static void __gl_meshCheckMesh(GLUmesh mesh) {
GLUface fHead = mesh.fHead;
GLUvertex vHead = mesh.vHead;
GLUhalfEdge eHead = mesh.eHead;
GLUface f, fPrev;
GLUvertex v, vPrev;
GLUhalfEdge e, ePrev;
fPrev = fHead;
for (fPrev = fHead; (f = fPrev.next) != fHead; fPrev = f) {
assert (f.prev == fPrev);
e = f.anEdge;
do {
assert (e.Sym != e);
assert (e.Sym.Sym == e);
assert (e.Lnext.Onext.Sym == e);
assert (e.Onext.Sym.Lnext == e);
assert (e.Lface == f);
e = e.Lnext;
} while (e != f.anEdge);
}
assert (f.prev == fPrev && f.anEdge == null && f.data == null);
vPrev = vHead;
for (vPrev = vHead; (v = vPrev.next) != vHead; vPrev = v) {
assert (v.prev == vPrev);
e = v.anEdge;
do {
assert (e.Sym != e);
assert (e.Sym.Sym == e);
assert (e.Lnext.Onext.Sym == e);
assert (e.Onext.Sym.Lnext == e);
assert (e.Org == v);
e = e.Onext;
} while (e != v.anEdge);
}
assert (v.prev == vPrev && v.anEdge == null && v.data == null);
ePrev = eHead;
for (ePrev = eHead; (e = ePrev.next) != eHead; ePrev = e) {
assert (e.Sym.next == ePrev.Sym);
assert (e.Sym != e);
assert (e.Sym.Sym == e);
assert (e.Org != null);
assert (e.Sym.Org != null);
assert (e.Lnext.Onext.Sym == e);
assert (e.Onext.Sym.Lnext == e);
}
assert (e.Sym.next == ePrev.Sym
&& e.Sym == mesh.eHeadSym
&& e.Sym.Sym == e
&& e.Org == null && e.Sym.Org == null
&& e.Lface == null && e.Sym.Lface == null);
}
}