Adding quad proper handling
parent
8e589221d7
commit
6d1a0c6054
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@ -214,14 +214,14 @@ 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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// 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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aiFace& nface = *curOut++;
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = face.mIndices;
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@ -241,6 +241,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// quads can have at maximum one concave vertex. Determine
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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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// 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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unsigned int start_vertex = 0;
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for (unsigned int i = 0; i < 4; ++i) {
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const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
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@ -259,8 +264,10 @@ 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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// this is the concave point
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start_vertex = i;
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// i is the concave point
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// ngon encoding: if the concave vertex is same as last triangle first index,
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// then we chose the opposite vertex.
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start_vertex = (face.mIndices[i] != prev_first_indice) ? i : ((i+2) % 4);
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break;
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}
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}
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