Merge pull request #3695 from AllegorithmicSAS/feature/gltf_fb_ngon_encoding

[gltf2-exporter] Adding FB_ngon_encoding support
pull/3749/head^2
Kim Kulling 2021-04-07 20:52:05 +02:00 committed by GitHub
commit 6eae925441
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5 changed files with 146 additions and 3 deletions

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@ -813,6 +813,11 @@ struct Mesh : public Object {
AccessorList position, normal, tangent;
};
std::vector<Target> targets;
// extension: FB_ngon_encoding
bool ngonEncoded;
Primitive(): ngonEncoded(false) {}
};
std::vector<Primitive> primitives;
@ -1108,6 +1113,7 @@ public:
bool KHR_materials_clearcoat;
bool KHR_materials_transmission;
bool KHR_draco_mesh_compression;
bool FB_ngon_encoding;
} extensionsUsed;
//! Keeps info about the required extensions

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@ -507,6 +507,20 @@ namespace glTF2 {
Mesh::Primitive& p = m.primitives[i];
Value prim;
prim.SetObject();
// Extensions
if (p.ngonEncoded)
{
Value exts;
exts.SetObject();
Value FB_ngon_encoding;
FB_ngon_encoding.SetObject();
exts.AddMember(StringRef("FB_ngon_encoding"), FB_ngon_encoding, w.mAl);
prim.AddMember("extensions", exts, w.mAl);
}
{
prim.AddMember("mode", Value(int(p.mode)).Move(), w.mAl);
@ -874,6 +888,10 @@ namespace glTF2 {
if (this->mAsset.extensionsUsed.KHR_materials_transmission) {
exts.PushBack(StringRef("KHR_materials_transmission"), mAl);
}
if (this->mAsset.extensionsUsed.FB_ngon_encoding) {
exts.PushBack(StringRef("FB_ngon_encoding"), mAl);
}
}
if (!exts.Empty())

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@ -97,6 +97,9 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
mAsset.reset( new Asset( pIOSystem ) );
// Always on as our triangulation process is aware of this type of encoding
mAsset->extensionsUsed.FB_ngon_encoding = true;
if (isBinary) {
mAsset->SetAsBinary();
}
@ -955,6 +958,7 @@ void glTF2Exporter::ExportMeshes()
m->name = name;
p.material = mAsset->materials.Get(aim->mMaterialIndex);
p.ngonEncoded = (aim->mPrimitiveTypes & aiPrimitiveType_NGONEncodingFlag) != 0;
/******************* Vertices ********************/
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);

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@ -76,6 +76,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
namespace {
/**
* @brief Helper struct used to simplify NGON encoding functions.
*/
struct NGONEncoder {
NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {}
/**
* @brief Encode the current triangle, and make sure it is recognized as a triangle.
*
* This method will rotate indices in tri if needed in order to avoid tri to be considered
* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
* and make sure it is seen as a triangle.
*
* @param tri Triangle to encode.
*/
void ngonEncodeTriangle(aiFace * tri) {
ai_assert(tri->mNumIndices == 3);
// Rotate indices in new triangle to avoid ngon encoding false ngons
// Otherwise, the new triangle would be considered part of the previous NGON.
if (isConsideredSameAsLastNgon(tri)) {
std::swap(tri->mIndices[0], tri->mIndices[2]);
std::swap(tri->mIndices[1], tri->mIndices[2]);
}
mLastNGONFirstIndex = tri->mIndices[0];
}
/**
* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
*
* @param tri1 First quad triangle
* @param tri2 Second quad triangle
*
* @pre Triangles must be properly fanned from the most appropriate vertex.
*/
void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
ai_assert(tri1->mNumIndices == 3);
ai_assert(tri2->mNumIndices == 3);
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
// If the selected fanning vertex is the same as the previously
// emitted ngon, we use the opposite vertex which also happens to work
// for tri-fanning a concave quad.
// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
if (isConsideredSameAsLastNgon(tri1)) {
// Right-rotate indices for tri1 (index 2 becomes the new fanning vertex)
std::swap(tri1->mIndices[0], tri1->mIndices[2]);
std::swap(tri1->mIndices[1], tri1->mIndices[2]);
// Left-rotate indices for tri2 (index 2 becomes the new fanning vertex)
std::swap(tri2->mIndices[1], tri2->mIndices[2]);
std::swap(tri2->mIndices[0], tri2->mIndices[2]);
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
}
mLastNGONFirstIndex = tri1->mIndices[0];
}
/**
* @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
*
* @param tri Current triangle.
* @return true If used as is, this triangle will be part of last ngon.
* @return false If used as is, this triangle is not considered part of the last ngon.
*/
bool isConsideredSameAsLastNgon(const aiFace * tri) const {
ai_assert(tri->mNumIndices == 3);
return tri->mIndices[0] == mLastNGONFirstIndex;
}
private:
unsigned int mLastNGONFirstIndex;
};
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TriangulateProcess::TriangulateProcess()
@ -175,10 +256,15 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
// The mesh becomes NGON encoded now, during the triangulation process.
pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
aiFace* out = new aiFace[numOut](), *curOut = out;
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
std::vector<aiVector2D> temp_verts(max_out+2);
NGONEncoder ngonEncoder;
// Apply vertex colors to represent the face winding?
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
if (!pMesh->mColors[0])
@ -220,8 +306,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
aiFace& nface = *curOut++;
nface.mNumIndices = face.mNumIndices;
nface.mIndices = face.mIndices;
face.mIndices = nullptr;
// points and lines don't require ngon encoding (and are not supported either!)
if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface);
continue;
}
// optimized code for quadrilaterals
@ -274,6 +363,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// prevent double deletion of the indices field
face.mIndices = nullptr;
ngonEncoder.ngonEncodeQuad(&nface, &sface);
continue;
}
else
@ -284,11 +376,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// modeling suite to make extensive use of highly concave, monster polygons ...
// so we need to apply the full 'ear cutting' algorithm to get it right.
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
// REQUIREMENT: polygon is expected to be simple and *nearly* planar.
// We project it onto a plane to get a 2d triangle.
// Collect all vertices of of the polygon.
for (tmp = 0; tmp < max; ++tmp) {
for (tmp = 0; tmp < max; ++tmp) {
temp_verts3d[tmp] = verts[idx[tmp]];
}
@ -508,6 +600,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
i[0] = idx[i[0]];
i[1] = idx[i[1]];
i[2] = idx[i[2]];
// IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step.
// So we encode polygons as regular triangles. No way to reconstruct the original
// polygon in this case.
ngonEncoder.ngonEncodeTriangle(f);
++f;
}

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@ -398,6 +398,24 @@ enum aiPrimitiveType {
*/
aiPrimitiveType_POLYGON = 0x8,
/**
* A flag to determine whether this triangles only mesh is NGON encoded.
*
* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
* should be considered as a triangle fan. This is identified by looking at the first vertex index.
* 2 consecutive triangles with the same 1st vertex index are part of the same
* NGON.
*
* At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as
* triangles, as usual after a triangulation pass.
*
* To get an NGON encoded mesh, please use the aiProcess_Triangulate post process.
*
* @see aiProcess_Triangulate
* @link https://github.com/KhronosGroup/glTF/pull/1620
*/
aiPrimitiveType_NGONEncodingFlag = 0x10,
/** This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer.
*/