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author | Jörg Frings-Fürst <debian@jff-webhosting.net> | 2015-11-06 07:40:42 +0100 |
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committer | Jörg Frings-Fürst <debian@jff-webhosting.net> | 2015-11-06 07:40:42 +0100 |
commit | c6739b6427261ac2682a9fca3b23c98df0dc9f60 (patch) | |
tree | a90193f98739ad96e6ae676409022bd15a648aae /rspl | |
parent | c6267b450e6858fdff4360104b362d9da2e1806d (diff) |
New upstream release
Diffstat (limited to 'rspl')
-rw-r--r-- | rspl/gam.c | 46 |
1 files changed, 46 insertions, 0 deletions
@@ -18,6 +18,52 @@ * Latest simplex/linear equation version. */ +/* + + This probably needs re-writing, since (I think) it doesn't take gamut + self intersection into account. Outline would be: + + Have a spactial cache structure that contains list of potentialy + intersecting triangles for any point. Create this incrementally. + Each triangle can be replaced by a list of fragment triangles + sharing the same plane. + + i.e. + + triangle planes + triangles + edges + vertexes + + Initialization: + + Locate extreme vertex + Locate triangle that uses that vertex that is most elevated + in that direction as initial surface. + Intersect that triangle with all other triangles nearby, and + retain the fragment that has that vertex. + List of open edges is initial triangle edges. + Track outward and inward faces of all triangles in open surface. + + Basic loop: + + While edge list is non-empty { + Locate adjacent triangle that is not part of surface that + is most accutely angled to outside face. + + Intersect that triangle with all other triangles using cache structure, + hanging on to all resulting fragments that are part of that edge. + + Add those fragments to the open surface. + + } + + Each intersection adds new nodes, and splits a triangle into + about 8 smaller triangles. Trick is to avoid slivers and + numerical issues with triangles. +*/ + + /* TTBD: Add ouutput curve lookup callback support. |