Refactoring the extension
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@@ -195,6 +195,13 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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const aiVector3D* verts = pMesh->mVertices;
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// NGON encoding note: making sure that triangles are not recognized as false ngons.
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// To do so, we make sure the first indice of the new emitted triangle is not the same as previous one.
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unsigned int prev_first_indice = (unsigned int)-1;
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// The mesh becomes NGON encoded now, during the triangulation process.
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pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
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// use std::unique_ptr to avoid slow std::vector<bool> specialiations
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std::unique_ptr<bool[]> done(new bool[max_out]);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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@@ -214,24 +221,12 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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aiFace* const last_face = curOut;
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// ngon encoding: making sure that triangles are not recognized as false ngons.
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// To do so, we make sure the first indice is not the same as previous triangle emitted.
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unsigned int prev_first_indice = (unsigned int)-1;
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if (curOut != out) prev_first_indice = (curOut - 1)->mIndices[0];
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// if it's a simple point,line or triangle: just copy it
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if( face.mNumIndices <= 3)
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{
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aiFace& nface = *curOut++;
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = face.mIndices;
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if (nface.mIndices[0] == prev_first_indice) {
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// rotate indices to avoid ngon encoding false ngons
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std::swap(nface.mIndices[0], nface.mIndices[2]);
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std::swap(nface.mIndices[1], nface.mIndices[2]);
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}
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face.mIndices = nullptr;
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continue;
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}
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@@ -242,7 +237,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// this vertex (if it exists) and start tri-fanning from
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// it.
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//
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// Due to ngon encoding, if this concave vertex is the same as the previously
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// Due to NGON encoding, if this concave vertex is the same as the previously
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// emitted triangle, we use the opposite vertex which also happens to work
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// for tri-fanning a concave quad.
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// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
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@@ -265,7 +260,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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const float angle = std::acos(left*diag) + std::acos(right*diag);
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if (angle > AI_MATH_PI_F) {
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// i is the concave point
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// this is the concave point
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start_vertex = i;
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break;
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}
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@@ -306,11 +301,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// modeling suite to make extensive use of highly concave, monster polygons ...
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// so we need to apply the full 'ear cutting' algorithm to get it right.
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// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
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// REQUIREMENT: polygon is expected to be simple and *nearly* planar.
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// We project it onto a plane to get a 2d triangle.
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// Collect all vertices of of the polygon.
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for (tmp = 0; tmp < max; ++tmp) {
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for (tmp = 0; tmp < max; ++tmp) {
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temp_verts3d[tmp] = verts[idx[tmp]];
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}
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@@ -530,6 +525,17 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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i[0] = idx[i[0]];
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i[1] = idx[i[1]];
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i[2] = idx[i[2]];
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// NGON encoding: only quads are supported.
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// For everything else, we make sure we don't emit 'false' ngons. We thus avoid having
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// 2 consecutive triangles with their first index identical.
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if (face.mNumIndices != 4 && i[0] == prev_first_indice) {
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// rotate indices
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std::swap(i[0], i[2]);
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std::swap(i[1], i[2]);
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}
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prev_first_indice = i[0];
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++f;
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}
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