- Further work on IFC, fix transformations, support non-uniform transformations, optimize loading, use recursive algorithm to resolve holes in polygons, implement CSG logic to generate wall openings. The latter is currently disabled.
- Triangulation step now automatically drops polygons with an area of zero. - Add debug preprocessor switch to dump all triangulations to a separate file. - Refactoring, collect some polygon related functions in a separate header, PolyTools.h git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1002 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -48,9 +48,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* Self-intersecting or non-planar polygons are not rejected, but
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* they're probably not triangulated correctly.
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*
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* DEBUG SWITCHES - do not enable any of them in release builds:
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*
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* AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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* - generates vertex colors to represent the face winding order.
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* the first vertex of a polygon becomes red, the last blue.
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* AI_BUILD_TRIANGULATE_DEBUG_POLYS
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* - dump all polygons and their triangulation sequences to
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* a file
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*/
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#include "AssimpPCH.h"
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@@ -58,8 +63,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
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#include "TriangulateProcess.h"
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#include "ProcessHelper.h"
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#include "PolyTools.h"
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//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS
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#define POLY_GRID_Y 40
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#define POLY_GRID_X 70
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#define POLY_GRID_XPAD 20
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#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@@ -99,34 +112,6 @@ void TriangulateProcess::Execute( aiScene* pScene)
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else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to be done.");
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}
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// ------------------------------------------------------------------------------------------------
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// Test whether a point p2 is on the left side of the line formed by p0-p1
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inline bool OnLeftSideOfLine(const aiVector2D& p0, const aiVector2D& p1,const aiVector2D& p2)
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{
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return ( (p1.x - p0.x) * (p2.y - p0.y) - (p2.x - p0.x) * (p1.y - p0.y) ) > 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Test whether a point is inside a given triangle in R2
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inline bool PointInTriangle2D(const aiVector2D& p0, const aiVector2D& p1,const aiVector2D& p2, const aiVector2D& pp)
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{
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// Point in triangle test using baryzentric coordinates
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const aiVector2D v0 = p1 - p0;
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const aiVector2D v1 = p2 - p0;
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const aiVector2D v2 = pp - p0;
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float dot00 = v0 * v0;
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float dot01 = v0 * v1;
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float dot02 = v0 * v2;
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float dot11 = v1 * v1;
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float dot12 = v1 * v2;
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const float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
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dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
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dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
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return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
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}
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// ------------------------------------------------------------------------------------------------
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// Triangulates the given mesh.
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@@ -150,17 +135,18 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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return false;
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}
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// the output mesh will contain triangles, but no polys anymore
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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// Find out how many output faces we'll get
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unsigned int numOut = 0, max_out = 0;
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bool get_normals = true;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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if( face.mNumIndices <= 3)
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if (face.mNumIndices <= 4) {
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get_normals = false;
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}
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if( face.mNumIndices <= 3) {
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numOut++;
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}
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else {
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numOut += face.mNumIndices-2;
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max_out = std::max(max_out,face.mNumIndices);
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@@ -171,12 +157,21 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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assert(numOut != pMesh->mNumFaces);
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aiVector3D* nor_out = NULL;
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if (!pMesh->mNormals && pMesh->mPrimitiveTypes == aiPrimitiveType_POLYGON) {
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nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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// if we don't have normals yet, but expect them to be a cheap side
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// product of triangulation anyway, allocate storage for them.
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if (!pMesh->mNormals && get_normals) {
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// XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals
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// nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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}
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aiFace* out = new aiFace[numOut], *curOut = out;
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std::vector<aiVector3D> temp_verts(max_out+2); /* temporary storage for vertices */
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// the output mesh will contain triangles, but no polys anymore
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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aiFace* out = new aiFace[numOut](), *curOut = out;
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std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
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std::vector<aiVector2D> temp_verts(max_out+2);
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// Apply vertex colors to represent the face winding?
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#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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@@ -188,6 +183,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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aiColor4D* clr = pMesh->mColors[0];
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#endif
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
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#endif
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// use boost::scoped_array to avoid slow std::vector<bool> specialiations
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boost::scoped_array<bool> done(new bool[max_out]);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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@@ -205,12 +205,17 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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#endif
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aiFace* const last_face = curOut;
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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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face.mIndices = NULL;
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continue;
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}
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// quadrilaterals can't have ears. trifanning will always work
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else if ( face.mNumIndices == 4) {
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@@ -225,6 +230,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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sface.mIndices[0] = face.mIndices[0];
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sface.mIndices[1] = face.mIndices[2];
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sface.mIndices[2] = face.mIndices[3];
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face.mIndices = NULL;
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continue;
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}
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else
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{
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@@ -241,12 +249,12 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// Collect all vertices of of the polygon.
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aiVector3D* verts = pMesh->mVertices;
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for (tmp = 0; tmp < max; ++tmp) {
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temp_verts[tmp] = verts[idx[tmp]];
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temp_verts3d[tmp] = verts[idx[tmp]];
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}
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// Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
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aiVector3D n;
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NewellNormal<3,3,3>(n,max,&temp_verts.front().x,&temp_verts.front().y,&temp_verts.front().z);
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NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z);
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if (nor_out) {
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for (tmp = 0; tmp < max; ++tmp)
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nor_out[idx[tmp]] = n;
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@@ -281,6 +289,35 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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done[tmp] = false;
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}
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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// plot the plane onto which we mapped the polygon to a 2D ASCII pic
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aiVector2D bmin,bmax;
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ArrayBounds(&temp_verts[0],max,bmin,bmax);
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char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD];
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std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' ');
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for (size_t i =0; i < max; ++i) {
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const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin);
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const size_t x = static_cast<size_t>(v.x*(POLY_GRID_X-1)), y = static_cast<size_t>(v.y*(POLY_GRID_Y-1));
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char* loc = grid[y]+x;
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if (grid[y][x] != ' ') {
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for(;*loc != ' '; ++loc);
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*loc++ = '_';
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}
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*(loc+sprintf(loc,"%i",i)) = ' ';
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}
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for(size_t y = 0; y < POLY_GRID_Y; ++y) {
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grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0';
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fprintf(fout,"%s\n",grid[y]);
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}
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fprintf(fout,"\ntriangulation sequence: ");
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#endif
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//
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// FIXME: currently this is the slow O(kn) variant with a worst case
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// complexity of O(n^2) (I think). Can be done in O(n).
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@@ -297,12 +334,12 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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break;
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}
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}
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const aiVector2D* pnt1 = (const aiVector2D*)&temp_verts[ear],
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*pnt0 = (const aiVector2D*)&temp_verts[prev],
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*pnt2 = (const aiVector2D*)&temp_verts[next];
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const aiVector2D* pnt1 = &temp_verts[ear],
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*pnt0 = &temp_verts[prev],
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*pnt2 = &temp_verts[next];
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// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
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if (OnLeftSideOfLine (*pnt0,*pnt2,*pnt1)) {
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if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) {
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continue;
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}
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@@ -310,7 +347,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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for ( tmp = 0; tmp < max; ++tmp) {
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// We need to compare the actual values because it's possible that multiple indexes in
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// the polygon are refering to the same position. concave_polygon.obj is a sample
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// the polygon are referring to the same position. concave_polygon.obj is a sample
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//
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// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
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// PointInTriangle() I'm guessing that it's actually possible to construct
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@@ -324,12 +361,12 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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if (tmp != max) {
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continue;
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}
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// this vertex is an ear
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break;
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}
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if (num_found == 2) {
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// Due to the 'two ear theorem', every simple polygon with more than three points must
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// have 2 'ears'. Here's definitely someting wrong ... but we don't give up yet.
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//
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@@ -337,6 +374,13 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// Instead we're continuting with the standard trifanning algorithm which we'd
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// use if we had only convex polygons. That's life.
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DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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fprintf(fout,"critical error here, no ear found! ");
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#endif
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num = 0;
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break;
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curOut -= (max-num); /* undo all previous work */
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for (tmp = 0; tmp < max-2; ++tmp) {
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@@ -346,9 +390,10 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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if (!nface.mIndices)
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nface.mIndices = new unsigned int[3];
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nface.mIndices[0] = idx[0];
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nface.mIndices[1] = idx[tmp+1];
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nface.mIndices[2] = idx[tmp+2];
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nface.mIndices[0] = 0;
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nface.mIndices[1] = tmp+1;
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nface.mIndices[2] = tmp+2;
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}
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num = 0;
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break;
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@@ -362,9 +407,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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// setup indices for the new triangle ...
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nface.mIndices[0] = idx[prev];
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nface.mIndices[1] = idx[ear];
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nface.mIndices[2] = idx[next];
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nface.mIndices[0] = prev;
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nface.mIndices[1] = ear;
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nface.mIndices[2] = next;
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// exclude the ear from most further processing
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done[ear] = true;
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@@ -374,21 +419,67 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// We have three indices forming the last 'ear' remaining. Collect them.
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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nface.mIndices = face.mIndices;
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if (!nface.mIndices) {
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nface.mIndices = new unsigned int[3];
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}
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for (tmp = 0; done[tmp]; ++tmp);
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idx[0] = idx[tmp];
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nface.mIndices[0] = tmp;
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for (++tmp; done[tmp]; ++tmp);
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idx[1] = idx[tmp];
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nface.mIndices[1] = tmp;
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for (++tmp; done[tmp]; ++tmp);
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idx[2] = idx[tmp];
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nface.mIndices[2] = tmp;
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}
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}
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face.mIndices = NULL; /* prevent unintended deletion of our awesome results. would be a pity */
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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for(aiFace* f = last_face; f != curOut; ++f) {
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unsigned int* i = f->mIndices;
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fprintf(fout," (%i %i %i)",i[0],i[1],i[2]);
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}
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fprintf(fout,"\n*********************************************************************\n");
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fflush(fout);
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#endif
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for(aiFace* f = last_face; f != curOut; ) {
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unsigned int* i = f->mIndices;
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// drop dumb 0-area triangles
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if (fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
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DefaultLogger::get()->debug("Dropping triangle with area 0");
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--curOut;
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delete[] f->mIndices;
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f->mIndices = NULL;
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for(aiFace* ff = f; ff != curOut; ++ff) {
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ff->mNumIndices = (ff+1)->mNumIndices;
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ff->mIndices = (ff+1)->mIndices;
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(ff+1)->mIndices = NULL;
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}
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continue;
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}
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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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++f;
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}
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delete[] face.mIndices;
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face.mIndices = NULL;
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}
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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fclose(fout);
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#endif
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// kill the old faces
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delete [] pMesh->mFaces;
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Reference in New Issue
Block a user