/*
 * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
 * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice including the dates of first publication and
 * either this permission notice or a reference to
 * http://oss.sgi.com/projects/FreeB/
 * shall be included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
 * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 * Except as contained in this notice, the name of Silicon Graphics, Inc.
 * shall not be used in advertising or otherwise to promote the sale, use or
 * other dealings in this Software without prior written authorization from
 * Silicon Graphics, Inc.
 */
/*
** Author: Eric Veach, July 1994.
**
*/

#include <stddef.h>
#include <assert.h>
#include "mesh.h"
#include "memalloc.h"

#define TRUE 1
#define FALSE 0

static GLUESvertex* allocVertex()
{
   return (GLUESvertex*)memAlloc(sizeof(GLUESvertex));
}

static GLUESface* allocFace()
{
   return (GLUESface*)memAlloc(sizeof(GLUESface));
}

/************************ Utility Routines ************************/

/* Allocate and free half-edges in pairs for efficiency.
 * The *only* place that should use this fact is allocation/free.
 */
typedef struct
{
   GLUEShalfEdge e;
   GLUEShalfEdge eSym;
} EdgePair;

/* 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 GLUEShalfEdge* MakeEdge(GLUEShalfEdge* eNext)
{
   GLUEShalfEdge* e;
   GLUEShalfEdge* eSym;
   GLUEShalfEdge* ePrev;
   EdgePair* pair=(EdgePair*)memAlloc(sizeof(EdgePair));

   if (pair==NULL)
   {
	  return NULL;
   }

   e=&pair->e;
   eSym=&pair->eSym;

   /* Make sure eNext points to the first edge of the edge pair */
   if (eNext->Sym<eNext)
   {
	  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(GLUEShalfEdge* a, GLUEShalfEdge* b)
{
   GLUEShalfEdge* aOnext=a->Onext;
   GLUEShalfEdge* 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(GLUESvertex* newVertex, GLUEShalfEdge* eOrig, GLUESvertex* vNext)
{
   GLUEShalfEdge* e;
   GLUESvertex*   vPrev;
   GLUESvertex*   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(GLUESface* newFace, GLUEShalfEdge* eOrig, GLUESface* fNext)
{
   GLUEShalfEdge* e;
   GLUESface* fPrev;
   GLUESface* 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(GLUEShalfEdge* eDel)
{
   GLUEShalfEdge* ePrev;
   GLUEShalfEdge* eNext;

   /* Half-edges are allocated in pairs, see EdgePair above */
   if (eDel->Sym<eDel)
   {
	  eDel=eDel->Sym;
   }

   /* delete from circular doubly-linked list */
   eNext=eDel->next;
   ePrev=eDel->Sym->next;
   eNext->Sym->next=ePrev;
   ePrev->Sym->next=eNext;

   memFree(eDel);
}

/* 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(GLUESvertex* vDel, GLUESvertex* newOrg)
{
   GLUEShalfEdge* e, *eStart=vDel->anEdge;
   GLUESvertex* vPrev;
   GLUESvertex* 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;

   memFree(vDel);
}

/* 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(GLUESface* fDel, GLUESface* newLface)
{
   GLUEShalfEdge* e, *eStart=fDel->anEdge;
   GLUESface* fPrev;
   GLUESface* 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;

   memFree(fDel);
}

/****************** Basic Edge Operations **********************/
/* __gl_meshMakeEdge creates one edge, two vertices, and a loop (face).
 * The loop consists of the two new half-edges.
 */
GLUEShalfEdge* __gl_meshMakeEdge(GLUESmesh* mesh)
{
   GLUESvertex* newVertex1=allocVertex();
   GLUESvertex* newVertex2=allocVertex();
   GLUESface* newFace=allocFace();
   GLUEShalfEdge* e;

   /* if any one is null then all get freed */
   if (newVertex1==NULL || newVertex2==NULL || newFace==NULL)
   {
	  if (newVertex1!=NULL)
	  {
		 memFree(newVertex1);
	  }
	  if (newVertex2!=NULL)
	  {
		 memFree(newVertex2);
	  }
	  if (newFace!=NULL)
	  {
		 memFree(newFace);
	  }
	  return NULL;
   }

   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.
 */
int __gl_meshSplice(GLUEShalfEdge* eOrg, GLUEShalfEdge* eDst)
{
   int joiningLoops=FALSE;
   int joiningVertices=FALSE;

   if (eOrg==eDst)
   {
	  return 1;
   }

   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)
   {
	  GLUESvertex* newVertex=allocVertex();
	  if (newVertex==NULL)
	  {
		 return 0;
	  }

	  /* 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)
   {
	  GLUESface* newFace=allocFace();
	  if (newFace==NULL)
	  {
		 return 0;
	  }

	  /* 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 1;
}

/* __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.
 */
int __gl_meshDelete(GLUEShalfEdge* eDel)
{
   GLUEShalfEdge* eDelSym=eDel->Sym;
   int 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->Rface)
   {
	  /* We are joining two loops into one -- remove the left face */
	  joiningLoops=TRUE;
	  KillFace(eDel->Lface, eDel->Rface);
   }

   if (eDel->Onext==eDel)
   {
	  KillVertex(eDel->Org, NULL);
   }
   else
   {
	  /* Make sure that eDel->Org and eDel->Rface point to valid half-edges */
	  eDel->Rface->anEdge=eDel->Oprev;
	  eDel->Org->anEdge=eDel->Onext;

	  Splice(eDel, eDel->Oprev);
	  if (!joiningLoops)
	  {
		 GLUESface* newFace=allocFace();
		 if (newFace==NULL)
		 {
			return 0;
		 }

		 /* 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->Oprev;
	  eDelSym->Org->anEdge=eDelSym->Onext;
	  Splice(eDelSym, eDelSym->Oprev);
   }

   /* Any isolated vertices or faces have already been freed. */
   KillEdge(eDel);

   return 1;
}

/******************** 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.
 */
GLUEShalfEdge* __gl_meshAddEdgeVertex(GLUEShalfEdge* eOrg)
{
   GLUEShalfEdge* eNewSym;
   GLUEShalfEdge* eNew=MakeEdge(eOrg);

   if (eNew==NULL)
   {
	  return NULL;
   }

   eNewSym=eNew->Sym;

   /* Connect the new edge appropriately */
   Splice(eNew, eOrg->Lnext);

   /* Set the vertex and face information */
   eNew->Org=eOrg->Dst;
   {
	  GLUESvertex* newVertex=allocVertex();
	  if (newVertex==NULL)
	  {
		 return NULL;
	  }

	  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->Dst == eNew->Org.
 * eOrg and eNew will have the same left face.
 */
GLUEShalfEdge* __gl_meshSplitEdge(GLUEShalfEdge* eOrg)
{
   GLUEShalfEdge* eNew;
   GLUEShalfEdge* tempHalfEdge=__gl_meshAddEdgeVertex(eOrg);
   if (tempHalfEdge==NULL)
   {
	  return NULL;
   }

   eNew=tempHalfEdge->Sym;

   /* Disconnect eOrg from eOrg->Dst and connect it to eNew->Org */
   Splice(eOrg->Sym, eOrg->Sym->Oprev);
   Splice(eOrg->Sym, eNew);

   /* Set the vertex and face information */
   eOrg->Dst=eNew->Org;
   eNew->Dst->anEdge=eNew->Sym;         /* may have pointed to eOrg->Sym */
   eNew->Rface=eOrg->Rface;
   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->Dst
 * 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.
 */
GLUEShalfEdge* __gl_meshConnect(GLUEShalfEdge* eOrg, GLUEShalfEdge* eDst)
{
   GLUEShalfEdge* eNewSym;
   int joiningLoops=FALSE;
   GLUEShalfEdge* eNew=MakeEdge(eOrg);

   if (eNew==NULL)
   {
	  return NULL;
   }

   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->Dst;
   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)
   {
	  GLUESface* newFace=allocFace();

	  if (newFace==NULL)
	  {
		 return NULL;
	  }

	  /* 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!
 */
void __gl_meshZapFace(GLUESface* fZap)
{
   GLUEShalfEdge* eStart=fZap->anEdge;
   GLUEShalfEdge* e, *eNext, *eSym;
   GLUESface* 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->Rface==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->Oprev);
		 }
		 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->Oprev);
		 }
		 KillEdge(e);
	  }
   } while(e!=eStart);

   /* delete from circular doubly-linked list */
   fPrev=fZap->prev;
   fNext=fZap->next;
   fNext->prev=fPrev;
   fPrev->next=fNext;

   memFree(fZap);
}

/* __gl_meshNewMesh() creates a new mesh with no edges, no vertices,
 * and no loops (what we usually call a "face").
 */
GLUESmesh* __gl_meshNewMesh(void)
{
   GLUESvertex* v;
   GLUESface* f;
   GLUEShalfEdge* e;
   GLUEShalfEdge* eSym;
   GLUESmesh* mesh=(GLUESmesh*)memAlloc(sizeof(GLUESmesh));

   if (mesh==NULL)
   {
	  return NULL;
   }

   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).
 */
GLUESmesh* __gl_meshUnion(GLUESmesh* mesh1, GLUESmesh* mesh2)
{
   GLUESface* f1=&mesh1->fHead;
   GLUESvertex* v1=&mesh1->vHead;
   GLUEShalfEdge* e1=&mesh1->eHead;
   GLUESface* f2=&mesh2->fHead;
   GLUESvertex* v2=&mesh2->vHead;
   GLUEShalfEdge* 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;
   }

   memFree(mesh2);

   return mesh1;
}

#ifdef DELETE_BY_ZAPPING

/* __gl_meshDeleteMesh(mesh) will free all storage for any valid mesh.
 */
void __gl_meshDeleteMesh( GLUESmesh *mesh )
{
  GLUESface* fHead=&mesh->fHead;

  while(fHead->next!=fHead)
  {
	 __gl_meshZapFace(fHead->next);
  }
  assert(mesh->vHead.next==&mesh->vHead);

  memFree(mesh);
}

#else /* DELETE_BY_ZAPPING */

/* __gl_meshDeleteMesh(mesh) will free all storage for any valid mesh.
 */
void __gl_meshDeleteMesh( GLUESmesh *mesh )
{
   GLUESface* f;
   GLUESface* fNext;
   GLUESvertex* v;
   GLUESvertex* vNext;
   GLUEShalfEdge* e;
   GLUEShalfEdge* eNext;

   for (f=mesh->fHead.next; f!=&mesh->fHead; f=fNext)
   {
	  fNext=f->next;
	  memFree(f);
   }

   for (v=mesh->vHead.next; v!=&mesh->vHead; v=vNext)
   {
	  vNext=v->next;
	  memFree(v);
   }

   for (e=mesh->eHead.next; e!=&mesh->eHead; e=eNext)
   {
	  /* One call frees both e and e->Sym (see EdgePair above) */
	  eNext=e->next;
	  memFree(e);
   }

   memFree(mesh);
}

#endif /* DELETE_BY_ZAPPING */

#ifndef NDEBUG

/* __gl_meshCheckMesh( mesh ) checks a mesh for self-consistency.
 */
void __gl_meshCheckMesh(GLUESmesh* mesh)
{
   GLUESface *fHead=&mesh->fHead;
   GLUESvertex *vHead=&mesh->vHead;
   GLUEShalfEdge *eHead=&mesh->eHead;
   GLUESface* f;
   GLUESface* fPrev;
   GLUESvertex* v;
   GLUESvertex* vPrev;
   GLUEShalfEdge* e;
   GLUEShalfEdge* 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->Dst!=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->Dst==NULL &&
		 e->Lface==NULL && e->Rface==NULL);
}

#endif /* NDEBUG */
