Prototype new triangulation.
parent
4bb2006325
commit
8e4ee11bf3
File diff suppressed because it is too large
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@ -192,7 +192,7 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3> &normals, bool norm
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size_t vidx = std::accumulate(mVertcnt.begin(), begin, 0);
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for (iit = begin; iit != end; vidx += *iit++) {
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if (!*iit) {
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normals.push_back(IfcVector3());
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normals.emplace_back();
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continue;
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}
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for (size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) {
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@ -206,7 +206,7 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3> &normals, bool norm
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++cnt;
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}
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normals.push_back(IfcVector3());
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normals.emplace_back();
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NewellNormal<4, 4, 4>(normals.back(), *iit, &temp[0], &temp[1], &temp[2], Capa);
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}
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -47,40 +46,37 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef INCLUDED_IFCUTIL_H
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#define INCLUDED_IFCUTIL_H
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#include "AssetLib/IFC/IFCReaderGen_2x3.h"
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#include "AssetLib/IFC/IFCLoader.h"
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#include "AssetLib/IFC/IFCReaderGen_2x3.h"
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#include "AssetLib/Step/STEPFile.h"
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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struct aiNode;
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namespace Assimp {
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namespace IFC {
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typedef double IfcFloat;
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// IfcFloat-precision math data types
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typedef aiVector2t<IfcFloat> IfcVector2;
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typedef aiVector3t<IfcFloat> IfcVector3;
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typedef aiMatrix4x4t<IfcFloat> IfcMatrix4;
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typedef aiMatrix3x3t<IfcFloat> IfcMatrix3;
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typedef aiColor4t<IfcFloat> IfcColor4;
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using IfcFloat = double;
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// IfcFloat-precision math data types
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using IfcVector2 = aiVector2t<IfcFloat>;
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using IfcVector3 = aiVector3t<IfcFloat>;
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using IfcMatrix4 = aiMatrix4x4t<IfcFloat>;
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using IfcMatrix3 = aiMatrix3x3t<IfcFloat>;
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using IfcColor4 = aiColor4t<IfcFloat>;
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// ------------------------------------------------------------------------------------------------
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// Helper for std::for_each to delete all heap-allocated items in a container
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// ------------------------------------------------------------------------------------------------
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template<typename T>
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template <typename T>
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struct delete_fun {
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void operator()(T* del) {
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void operator()(T *del) {
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delete del;
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}
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};
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// ------------------------------------------------------------------------------------------------
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// Helper used during mesh construction. Aids at creating aiMesh'es out of relatively few polygons.
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// ------------------------------------------------------------------------------------------------
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@ -89,32 +85,29 @@ struct TempMesh {
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std::vector<unsigned int> mVertcnt;
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// utilities
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aiMesh* ToMesh();
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aiMesh *ToMesh();
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void Clear();
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void Transform(const IfcMatrix4& mat);
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void Transform(const IfcMatrix4 &mat);
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IfcVector3 Center() const;
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void Append(const TempMesh& other);
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void Append(const TempMesh &other);
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bool IsEmpty() const;
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void RemoveAdjacentDuplicates();
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void RemoveDegenerates();
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void FixupFaceOrientation();
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static IfcVector3 ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize = true);
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static IfcVector3 ComputePolygonNormal(const IfcVector3 *vtcs, size_t cnt, bool normalize = true);
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IfcVector3 ComputeLastPolygonNormal(bool normalize = true) const;
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void ComputePolygonNormals(std::vector<IfcVector3>& normals, bool normalize = true, size_t ofs = 0) const;
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void Swap(TempMesh& other);
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void ComputePolygonNormals(std::vector<IfcVector3> &normals, bool normalize = true, size_t ofs = 0) const;
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void Swap(TempMesh &other);
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};
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inline
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bool TempMesh::IsEmpty() const {
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inline bool TempMesh::IsEmpty() const {
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return mVerts.empty() && mVertcnt.empty();
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}
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// ------------------------------------------------------------------------------------------------
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// Temporary representation of an opening in a wall or a floor
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// ------------------------------------------------------------------------------------------------
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struct TempOpening
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{
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struct TempOpening {
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const IFC::Schema_2x3::IfcSolidModel *solid;
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IfcVector3 extrusionDir;
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@ -129,90 +122,98 @@ struct TempOpening
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std::vector<IfcVector3> wallPoints;
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// ------------------------------------------------------------------------------
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TempOpening()
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: solid()
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, extrusionDir()
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, profileMesh()
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{
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TempOpening() :
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solid(),
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extrusionDir(),
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profileMesh() {
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// empty
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}
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// ------------------------------------------------------------------------------
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TempOpening(const IFC::Schema_2x3::IfcSolidModel* solid,IfcVector3 extrusionDir,
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TempOpening(const IFC::Schema_2x3::IfcSolidModel *solid, IfcVector3 extrusionDir,
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std::shared_ptr<TempMesh> profileMesh,
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std::shared_ptr<TempMesh> profileMesh2D)
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: solid(solid)
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, extrusionDir(extrusionDir)
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, profileMesh(profileMesh)
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, profileMesh2D(profileMesh2D)
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{
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std::shared_ptr<TempMesh> profileMesh2D) :
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solid(solid),
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extrusionDir(extrusionDir),
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profileMesh(profileMesh),
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profileMesh2D(profileMesh2D) {
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// empty
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}
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// ------------------------------------------------------------------------------
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void Transform(const IfcMatrix4& mat); // defined later since TempMesh is not complete yet
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void Transform(const IfcMatrix4 &mat); // defined later since TempMesh is not complete yet
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// ------------------------------------------------------------------------------
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// Helper to sort openings by distance from a given base point
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struct DistanceSorter {
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DistanceSorter(const IfcVector3& base) : base(base) {}
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DistanceSorter(const IfcVector3 &base) :
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base(base) {}
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bool operator () (const TempOpening& a, const TempOpening& b) const {
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return (a.profileMesh->Center()-base).SquareLength() < (b.profileMesh->Center()-base).SquareLength();
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bool operator()(const TempOpening &a, const TempOpening &b) const {
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return (a.profileMesh->Center() - base).SquareLength() < (b.profileMesh->Center() - base).SquareLength();
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}
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IfcVector3 base;
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};
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};
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// ------------------------------------------------------------------------------------------------
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// Intermediate data storage during conversion. Keeps everything and a bit more.
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// ------------------------------------------------------------------------------------------------
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struct ConversionData
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{
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ConversionData(const STEP::DB& db, const IFC::Schema_2x3::IfcProject& proj, aiScene* out,const IFCImporter::Settings& settings)
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: len_scale(1.0)
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, angle_scale(-1.0)
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, db(db)
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, proj(proj)
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, out(out)
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, settings(settings)
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, apply_openings()
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, collect_openings()
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{}
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struct ConversionData {
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ConversionData(const STEP::DB &db, const IFC::Schema_2x3::IfcProject &proj, aiScene *out, const IFCImporter::Settings &settings) :
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len_scale(1.0),
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angle_scale(-1.0),
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plane_angle_in_radians(true),
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db(db),
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proj(proj),
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out(out),
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wcs(),
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meshes(),
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materials(),
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cached_meshes(),
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cached_materials(),
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settings(settings),
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apply_openings(nullptr),
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collect_openings(nullptr),
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already_processed() {
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// empty
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}
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~ConversionData() {
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std::for_each(meshes.begin(),meshes.end(),delete_fun<aiMesh>());
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std::for_each(materials.begin(),materials.end(),delete_fun<aiMaterial>());
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std::for_each(meshes.begin(), meshes.end(), delete_fun<aiMesh>());
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std::for_each(materials.begin(), materials.end(), delete_fun<aiMaterial>());
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}
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IfcFloat len_scale, angle_scale;
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bool plane_angle_in_radians;
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const STEP::DB& db;
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const IFC::Schema_2x3::IfcProject& proj;
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aiScene* out;
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const STEP::DB &db;
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const IFC::Schema_2x3::IfcProject &proj;
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aiScene *out;
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IfcMatrix4 wcs;
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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std::vector<aiMesh *> meshes;
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std::vector<aiMaterial *> materials;
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struct MeshCacheIndex {
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const IFC::Schema_2x3::IfcRepresentationItem* item; unsigned int matindex;
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MeshCacheIndex() : item(nullptr), matindex(0) { }
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MeshCacheIndex(const IFC::Schema_2x3::IfcRepresentationItem* i, unsigned int mi) : item(i), matindex(mi) { }
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bool operator == (const MeshCacheIndex& o) const { return item == o.item && matindex == o.matindex; }
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bool operator < (const MeshCacheIndex& o) const { return item < o.item || (item == o.item && matindex < o.matindex); }
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const IFC::Schema_2x3::IfcRepresentationItem *item;
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unsigned int matindex;
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MeshCacheIndex() :
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item(nullptr), matindex(0) {}
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MeshCacheIndex(const IFC::Schema_2x3::IfcRepresentationItem *i, unsigned int mi) :
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item(i), matindex(mi) {}
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bool operator==(const MeshCacheIndex &o) const { return item == o.item && matindex == o.matindex; }
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bool operator<(const MeshCacheIndex &o) const { return item < o.item || (item == o.item && matindex < o.matindex); }
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};
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typedef std::map<MeshCacheIndex, std::set<unsigned int> > MeshCache;
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using MeshCache = std::map<MeshCacheIndex, std::set<unsigned int>>;
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MeshCache cached_meshes;
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typedef std::map<const IFC::Schema_2x3::IfcSurfaceStyle*, unsigned int> MaterialCache;
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using MaterialCache = std::map<const IFC::Schema_2x3::IfcSurfaceStyle *, unsigned int>;
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MaterialCache cached_materials;
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const IFCImporter::Settings& settings;
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const IFCImporter::Settings &settings;
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// Intermediate arrays used to resolve openings in walls: only one of them
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// can be given at a time. apply_openings if present if the current element
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// collect_openings is present only if the current element is an
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// IfcOpeningElement, for which all the geometry needs to be preserved
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// for later processing by a parent, which is a wall.
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std::vector<TempOpening>* apply_openings;
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std::vector<TempOpening>* collect_openings;
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std::vector<TempOpening> *apply_openings;
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std::vector<TempOpening> *collect_openings;
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std::set<uint64_t> already_processed;
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};
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// ------------------------------------------------------------------------------------------------
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// Binary predicate to compare vectors with a given, quadratic epsilon.
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// ------------------------------------------------------------------------------------------------
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struct FuzzyVectorCompare {
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FuzzyVectorCompare(IfcFloat epsilon) : epsilon(epsilon) {}
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bool operator()(const IfcVector3& a, const IfcVector3& b) {
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return std::abs((a-b).SquareLength()) < epsilon;
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FuzzyVectorCompare(IfcFloat epsilon) :
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epsilon(epsilon) {}
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bool operator()(const IfcVector3 &a, const IfcVector3 &b) {
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return std::abs((a - b).SquareLength()) < epsilon;
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}
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const IfcFloat epsilon;
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};
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// ------------------------------------------------------------------------------------------------
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// Ordering predicate to totally order R^2 vectors first by x and then by y
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// ------------------------------------------------------------------------------------------------
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struct XYSorter {
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// sort first by X coordinates, then by Y coordinates
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bool operator () (const IfcVector2&a, const IfcVector2& b) const {
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bool operator()(const IfcVector2 &a, const IfcVector2 &b) const {
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if (a.x == b.x) {
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return a.y < b.y;
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}
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}
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};
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// conversion routines for common IFC entities, implemented in IFCUtil.cpp
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void ConvertColor(aiColor4D& out, const Schema_2x3::IfcColourRgb& in);
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void ConvertColor(aiColor4D& out, const Schema_2x3::IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base);
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void ConvertCartesianPoint(IfcVector3& out, const Schema_2x3::IfcCartesianPoint& in);
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void ConvertDirection(IfcVector3& out, const Schema_2x3::IfcDirection& in);
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void ConvertVector(IfcVector3& out, const Schema_2x3::IfcVector& in);
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void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z);
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void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement3D& in);
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void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement2D& in);
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void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IFC::Schema_2x3::IfcAxis1Placement& in);
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void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement& in, ConversionData& conv);
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void ConvertTransformOperator(IfcMatrix4& out, const Schema_2x3::IfcCartesianTransformationOperator& op);
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bool IsTrue(const Assimp::STEP::EXPRESS::BOOLEAN& in);
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IfcFloat ConvertSIPrefix(const std::string& prefix);
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void ConvertColor(aiColor4D &out, const Schema_2x3::IfcColourRgb &in);
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void ConvertColor(aiColor4D &out, const Schema_2x3::IfcColourOrFactor &in, ConversionData &conv, const aiColor4D *base);
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void ConvertCartesianPoint(IfcVector3 &out, const Schema_2x3::IfcCartesianPoint &in);
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void ConvertDirection(IfcVector3 &out, const Schema_2x3::IfcDirection &in);
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void ConvertVector(IfcVector3 &out, const Schema_2x3::IfcVector &in);
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void AssignMatrixAxes(IfcMatrix4 &out, const IfcVector3 &x, const IfcVector3 &y, const IfcVector3 &z);
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void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement3D &in);
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void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement2D &in);
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void ConvertAxisPlacement(IfcVector3 &axis, IfcVector3 &pos, const IFC::Schema_2x3::IfcAxis1Placement &in);
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void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement &in, ConversionData &conv);
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void ConvertTransformOperator(IfcMatrix4 &out, const Schema_2x3::IfcCartesianTransformationOperator &op);
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bool IsTrue(const Assimp::STEP::EXPRESS::BOOLEAN &in);
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IfcFloat ConvertSIPrefix(const std::string &prefix);
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// IFCProfile.cpp
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bool ProcessProfile(const Schema_2x3::IfcProfileDef& prof, TempMesh& meshout, ConversionData& conv);
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bool ProcessCurve(const Schema_2x3::IfcCurve& curve, TempMesh& meshout, ConversionData& conv);
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bool ProcessProfile(const Schema_2x3::IfcProfileDef &prof, TempMesh &meshout, ConversionData &conv);
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bool ProcessCurve(const Schema_2x3::IfcCurve &curve, TempMesh &meshout, ConversionData &conv);
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// IFCMaterial.cpp
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unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat);
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unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData &conv, bool forceDefaultMat);
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// IFCGeometry.cpp
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IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh, bool& ok, IfcVector3& norOut);
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bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem& item, unsigned int matid, std::set<unsigned int>& mesh_indices, ConversionData& conv);
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void AssignAddedMeshes(std::set<unsigned int>& mesh_indices,aiNode* nd,ConversionData& /*conv*/);
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IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh &curmesh, bool &ok, IfcVector3 &norOut);
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bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem &item, unsigned int matid, std::set<unsigned int> &mesh_indices, ConversionData &conv);
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void AssignAddedMeshes(std::set<unsigned int> &mesh_indices, aiNode *nd, ConversionData & /*conv*/);
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void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid& swept, TempMesh& meshout,
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ConversionData& conv);
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void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid &swept, TempMesh &meshout,
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ConversionData &conv);
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void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid& solid, TempMesh& result,
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ConversionData& conv, bool collect_openings);
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void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid &solid, TempMesh &result,
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ConversionData &conv, bool collect_openings);
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// IFCBoolean.cpp
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void ProcessBoolean(const Schema_2x3::IfcBooleanResult& boolean, TempMesh& result, ConversionData& conv);
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void ProcessBooleanHalfSpaceDifference(const Schema_2x3::IfcHalfSpaceSolid* hs, TempMesh& result,
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const TempMesh& first_operand,
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ConversionData& conv);
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void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPolygonalBoundedHalfSpace* hs, TempMesh& result,
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const TempMesh& first_operand,
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ConversionData& conv);
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void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid* as, TempMesh& result,
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const TempMesh& first_operand,
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ConversionData& conv);
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void ProcessBoolean(const Schema_2x3::IfcBooleanResult &boolean, TempMesh &result, ConversionData &conv);
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void ProcessBooleanHalfSpaceDifference(const Schema_2x3::IfcHalfSpaceSolid *hs, TempMesh &result,
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const TempMesh &first_operand,
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ConversionData &conv);
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void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPolygonalBoundedHalfSpace *hs, TempMesh &result,
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const TempMesh &first_operand,
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ConversionData &conv);
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void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid *as, TempMesh &result,
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const TempMesh &first_operand,
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ConversionData &conv);
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// IFCOpenings.cpp
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bool GenerateOpenings(std::vector<TempOpening>& openings,
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const std::vector<IfcVector3>& nors,
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TempMesh& curmesh,
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bool GenerateOpenings(std::vector<TempOpening> &openings,
|
||||
const std::vector<IfcVector3> &nors,
|
||||
TempMesh &curmesh,
|
||||
bool check_intersection,
|
||||
bool generate_connection_geometry,
|
||||
const IfcVector3& wall_extrusion_axis = IfcVector3(0,1,0));
|
||||
|
||||
|
||||
const IfcVector3 &wall_extrusion_axis = IfcVector3(0, 1, 0));
|
||||
|
||||
// IFCCurve.cpp
|
||||
|
||||
|
@ -324,8 +318,8 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
class CurveError {
|
||||
public:
|
||||
CurveError(const std::string& s)
|
||||
: mStr(s) {
|
||||
CurveError(const std::string &s) :
|
||||
mStr(s) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -338,18 +332,17 @@ public:
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
class Curve {
|
||||
protected:
|
||||
Curve(const Schema_2x3::IfcCurve& base_entity, ConversionData& conv)
|
||||
: base_entity(base_entity)
|
||||
, conv(conv) {
|
||||
Curve(const Schema_2x3::IfcCurve &base_entity, ConversionData &conv) :
|
||||
base_entity(base_entity),
|
||||
conv(conv) {
|
||||
// empty
|
||||
}
|
||||
|
||||
public:
|
||||
typedef std::pair<IfcFloat, IfcFloat> ParamRange;
|
||||
using ParamRange = std::pair<IfcFloat, IfcFloat>;
|
||||
|
||||
virtual ~Curve() {}
|
||||
|
||||
|
||||
// check if a curve is closed
|
||||
virtual bool IsClosed() const = 0;
|
||||
|
||||
|
@ -359,56 +352,53 @@ public:
|
|||
// try to match a point on the curve to a given parameter
|
||||
// for self-intersecting curves, the result is not ambiguous and
|
||||
// it is undefined which parameter is returned.
|
||||
virtual bool ReverseEval(const IfcVector3& val, IfcFloat& paramOut) const;
|
||||
virtual bool ReverseEval(const IfcVector3 &val, IfcFloat ¶mOut) const;
|
||||
|
||||
// get the range of the curve (both inclusive).
|
||||
// +inf and -inf are valid return values, the curve is not bounded in such a case.
|
||||
virtual std::pair<IfcFloat,IfcFloat> GetParametricRange() const = 0;
|
||||
virtual std::pair<IfcFloat, IfcFloat> GetParametricRange() const = 0;
|
||||
IfcFloat GetParametricRangeDelta() const;
|
||||
|
||||
// estimate the number of sample points that this curve will require
|
||||
virtual size_t EstimateSampleCount(IfcFloat start,IfcFloat end) const;
|
||||
virtual size_t EstimateSampleCount(IfcFloat start, IfcFloat end) const;
|
||||
|
||||
// intelligently sample the curve based on the current settings
|
||||
// and append the result to the mesh
|
||||
virtual void SampleDiscrete(TempMesh& out,IfcFloat start,IfcFloat end) const;
|
||||
virtual void SampleDiscrete(TempMesh &out, IfcFloat start, IfcFloat end) const;
|
||||
|
||||
#ifdef ASSIMP_BUILD_DEBUG
|
||||
// check if a particular parameter value lies within the well-defined range
|
||||
bool InRange(IfcFloat) const;
|
||||
#endif
|
||||
static Curve* Convert(const IFC::Schema_2x3::IfcCurve&,ConversionData& conv);
|
||||
static Curve *Convert(const IFC::Schema_2x3::IfcCurve &, ConversionData &conv);
|
||||
|
||||
protected:
|
||||
const Schema_2x3::IfcCurve& base_entity;
|
||||
ConversionData& conv;
|
||||
const Schema_2x3::IfcCurve &base_entity;
|
||||
ConversionData &conv;
|
||||
};
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
// A BoundedCurve always holds the invariant that GetParametricRange()
|
||||
// never returns infinite values.
|
||||
// --------------------------------------------------------------------------------
|
||||
class BoundedCurve : public Curve {
|
||||
public:
|
||||
BoundedCurve(const Schema_2x3::IfcBoundedCurve& entity, ConversionData& conv)
|
||||
: Curve(entity,conv)
|
||||
{}
|
||||
BoundedCurve(const Schema_2x3::IfcBoundedCurve &entity, ConversionData &conv) :
|
||||
Curve(entity, conv) {}
|
||||
|
||||
public:
|
||||
|
||||
bool IsClosed() const;
|
||||
bool IsClosed() const override;
|
||||
|
||||
public:
|
||||
|
||||
// sample the entire curve
|
||||
void SampleDiscrete(TempMesh& out) const;
|
||||
void SampleDiscrete(TempMesh &out) const;
|
||||
using Curve::SampleDiscrete;
|
||||
};
|
||||
|
||||
// IfcProfile.cpp
|
||||
bool ProcessCurve(const Schema_2x3::IfcCurve& curve, TempMesh& meshout, ConversionData& conv);
|
||||
}
|
||||
}
|
||||
bool ProcessCurve(const Schema_2x3::IfcCurve &curve, TempMesh &meshout, ConversionData &conv);
|
||||
|
||||
} // namespace IFC
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -51,134 +50,34 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Compute the signed area of a triangle.
|
||||
* The function accepts an unconstrained template parameter for use with
|
||||
* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
|
||||
template <typename T>
|
||||
inline double GetArea2D(const T &v1, const T &v2, const T &v3) {
|
||||
return 0.5 * (v1.x * ((double)v3.y - v2.y) + v2.x * ((double)v1.y - v3.y) + v3.x * ((double)v2.y - v1.y));
|
||||
}
|
||||
template<class T>
|
||||
class TBoundingBox2D {
|
||||
T mMin, mMax;
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Test if a given point p2 is on the left side of the line formed by p0-p1.
|
||||
* The function accepts an unconstrained template parameter for use with
|
||||
* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
|
||||
template <typename T>
|
||||
inline bool OnLeftSideOfLine2D(const T &p0, const T &p1, const T &p2) {
|
||||
return GetArea2D(p0, p2, p1) > 0;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Test if a given point is inside a given triangle in R2.
|
||||
* The function accepts an unconstrained template parameter for use with
|
||||
* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
|
||||
template <typename T>
|
||||
inline bool PointInTriangle2D(const T &p0, const T &p1, const T &p2, const T &pp) {
|
||||
// Point in triangle test using baryzentric coordinates
|
||||
const aiVector2D v0 = p1 - p0;
|
||||
const aiVector2D v1 = p2 - p0;
|
||||
const aiVector2D v2 = pp - p0;
|
||||
|
||||
double dot00 = v0 * v0;
|
||||
double dot01 = v0 * v1;
|
||||
double dot02 = v0 * v2;
|
||||
double dot11 = v1 * v1;
|
||||
double dot12 = v1 * v2;
|
||||
|
||||
const double invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
|
||||
dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
||||
dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
||||
|
||||
return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Check whether the winding order of a given polygon is counter-clockwise.
|
||||
* The function accepts an unconstrained template parameter, but is intended
|
||||
* to be used only with aiVector2D and aiVector3D (z axis is ignored, only
|
||||
* x and y are taken into account).
|
||||
* @note Code taken from http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/applet1.html and translated to C++
|
||||
*/
|
||||
template <typename T>
|
||||
inline bool IsCCW(T *in, size_t npoints) {
|
||||
double aa, bb, cc, b, c, theta;
|
||||
double convex_turn;
|
||||
double convex_sum = 0;
|
||||
|
||||
ai_assert(npoints >= 3);
|
||||
|
||||
for (size_t i = 0; i < npoints - 2; i++) {
|
||||
aa = ((in[i + 2].x - in[i].x) * (in[i + 2].x - in[i].x)) +
|
||||
((-in[i + 2].y + in[i].y) * (-in[i + 2].y + in[i].y));
|
||||
|
||||
bb = ((in[i + 1].x - in[i].x) * (in[i + 1].x - in[i].x)) +
|
||||
((-in[i + 1].y + in[i].y) * (-in[i + 1].y + in[i].y));
|
||||
|
||||
cc = ((in[i + 2].x - in[i + 1].x) *
|
||||
(in[i + 2].x - in[i + 1].x)) +
|
||||
((-in[i + 2].y + in[i + 1].y) *
|
||||
(-in[i + 2].y + in[i + 1].y));
|
||||
|
||||
b = std::sqrt(bb);
|
||||
c = std::sqrt(cc);
|
||||
theta = std::acos((bb + cc - aa) / (2 * b * c));
|
||||
|
||||
if (OnLeftSideOfLine2D(in[i], in[i + 2], in[i + 1])) {
|
||||
// if (convex(in[i].x, in[i].y,
|
||||
// in[i+1].x, in[i+1].y,
|
||||
// in[i+2].x, in[i+2].y)) {
|
||||
convex_turn = AI_MATH_PI_F - theta;
|
||||
convex_sum += convex_turn;
|
||||
} else {
|
||||
convex_sum -= AI_MATH_PI_F - theta;
|
||||
TBoundingBox2D( const T &min, const T &max ) :
|
||||
mMin( min ),
|
||||
mMax( max ) {
|
||||
// empty
|
||||
}
|
||||
}
|
||||
aa = ((in[1].x - in[npoints - 2].x) *
|
||||
(in[1].x - in[npoints - 2].x)) +
|
||||
((-in[1].y + in[npoints - 2].y) *
|
||||
(-in[1].y + in[npoints - 2].y));
|
||||
};
|
||||
|
||||
bb = ((in[0].x - in[npoints - 2].x) *
|
||||
(in[0].x - in[npoints - 2].x)) +
|
||||
((-in[0].y + in[npoints - 2].y) *
|
||||
(-in[0].y + in[npoints - 2].y));
|
||||
|
||||
cc = ((in[1].x - in[0].x) * (in[1].x - in[0].x)) +
|
||||
((-in[1].y + in[0].y) * (-in[1].y + in[0].y));
|
||||
|
||||
b = std::sqrt(bb);
|
||||
c = std::sqrt(cc);
|
||||
theta = std::acos((bb + cc - aa) / (2 * b * c));
|
||||
|
||||
//if (convex(in[npoints-2].x, in[npoints-2].y,
|
||||
// in[0].x, in[0].y,
|
||||
// in[1].x, in[1].y)) {
|
||||
if (OnLeftSideOfLine2D(in[npoints - 2], in[1], in[0])) {
|
||||
convex_turn = AI_MATH_PI_F - theta;
|
||||
convex_sum += convex_turn;
|
||||
} else {
|
||||
convex_sum -= AI_MATH_PI_F - theta;
|
||||
}
|
||||
|
||||
return convex_sum >= (2 * AI_MATH_PI_F);
|
||||
}
|
||||
using BoundingBox2D = TBoundingBox2D<aiVector2D>;
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Compute the normal of an arbitrary polygon in R3.
|
||||
*
|
||||
* The code is based on Newell's formula, that is a polygons normal is the ratio
|
||||
* of its area when projected onto the three coordinate axes.
|
||||
*
|
||||
* @param out Receives the output normal
|
||||
* @param num Number of input vertices
|
||||
* @param x X data source. x[ofs_x*n] is the n'th element.
|
||||
* @param y Y data source. y[ofs_y*n] is the y'th element
|
||||
* @param z Z data source. z[ofs_z*n] is the z'th element
|
||||
*
|
||||
* @note The data arrays must have storage for at least num+2 elements. Using
|
||||
* this method is much faster than the 'other' NewellNormal()
|
||||
*/
|
||||
/// Compute the normal of an arbitrary polygon in R3.
|
||||
///
|
||||
/// The code is based on Newell's formula, that is a polygons normal is the ratio
|
||||
/// of its area when projected onto the three coordinate axes.
|
||||
///
|
||||
/// @param out Receives the output normal
|
||||
/// @param num Number of input vertices
|
||||
/// @param x X data source. x[ofs_x*n] is the n'th element.
|
||||
/// @param y Y data source. y[ofs_y*n] is the y'th element
|
||||
/// @param z Z data source. z[ofs_z*n] is the z'th element
|
||||
///
|
||||
/// @note The data arrays must have storage for at least num+2 elements. Using
|
||||
/// this method is much faster than the 'other' NewellNormal()
|
||||
// -------------------------------------------------------------------------------
|
||||
template <size_t ofs_x, size_t ofs_y, size_t ofs_z, typename TReal>
|
||||
inline void NewellNormal(aiVector3t<TReal> &out, size_t num, TReal *x, TReal *y, TReal *z, size_t bufferSize) {
|
||||
ai_assert(bufferSize > num);
|
||||
|
@ -223,6 +122,69 @@ inline void NewellNormal(aiVector3t<TReal> &out, size_t num, TReal *x, TReal *y,
|
|||
out = aiVector3t<TReal>(sum_yz, sum_zx, sum_xy);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// -------------------------------------------------------------------------------
|
||||
template <class T>
|
||||
inline aiMatrix4x4t<T> DerivePlaneCoordinateSpace(const aiVector3t<T> *vertices, size_t numVertices, bool &ok, aiVector3t<T> &norOut) {
|
||||
const aiVector3t<T> *out = vertices;
|
||||
aiMatrix4x4t<T> m;
|
||||
|
||||
ok = true;
|
||||
|
||||
const size_t s = numVertices;
|
||||
|
||||
const aiVector3t<T> &any_point = out[numVertices - 1u];
|
||||
aiVector3t<T> nor;
|
||||
|
||||
// The input polygon is arbitrarily shaped, therefore we might need some tries
|
||||
// until we find a suitable normal. Note that Newell's algorithm would give
|
||||
// a more robust result, but this variant also gives us a suitable first
|
||||
// axis for the 2D coordinate space on the polygon plane, exploiting the
|
||||
// fact that the input polygon is nearly always a quad.
|
||||
bool done = false;
|
||||
size_t idx = 0;
|
||||
for (size_t i = 0; !done && i < s - 2; done || ++i) {
|
||||
idx = i;
|
||||
for (size_t j = i + 1; j < s - 1; ++j) {
|
||||
nor = -((out[i] - any_point) ^ (out[j] - any_point));
|
||||
if (std::fabs(nor.Length()) > 1e-8f) {
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!done) {
|
||||
ok = false;
|
||||
return m;
|
||||
}
|
||||
|
||||
nor.Normalize();
|
||||
norOut = nor;
|
||||
|
||||
aiVector3t<T> r = (out[idx] - any_point);
|
||||
r.Normalize();
|
||||
|
||||
// Reconstruct orthonormal basis
|
||||
// XXX use Gram Schmidt for increased robustness
|
||||
aiVector3t<T> u = r ^ nor;
|
||||
u.Normalize();
|
||||
|
||||
m.a1 = r.x;
|
||||
m.a2 = r.y;
|
||||
m.a3 = r.z;
|
||||
|
||||
m.b1 = u.x;
|
||||
m.b2 = u.y;
|
||||
m.b3 = u.z;
|
||||
|
||||
m.c1 = -nor.x;
|
||||
m.c2 = -nor.y;
|
||||
m.c3 = -nor.z;
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -45,25 +43,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
* @brief Implementation of the FindDegenerates post-process step.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// internal headers
|
||||
#include "ProcessHelper.h"
|
||||
#include "FindDegenerates.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
//remove mesh at position 'index' from the scene
|
||||
static void removeMesh(aiScene* pScene, unsigned const index);
|
||||
static void removeMesh(aiScene *pScene, unsigned const index);
|
||||
//correct node indices to meshes and remove references to deleted mesh
|
||||
static void updateSceneGraph(aiNode* pNode, unsigned const index);
|
||||
static void updateSceneGraph(aiNode *pNode, unsigned const index);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FindDegeneratesProcess::FindDegeneratesProcess()
|
||||
: mConfigRemoveDegenerates( false )
|
||||
, mConfigCheckAreaOfTriangle( false ){
|
||||
FindDegeneratesProcess::FindDegeneratesProcess() :
|
||||
mConfigRemoveDegenerates(false),
|
||||
mConfigCheckAreaOfTriangle(false) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -75,24 +71,23 @@ FindDegeneratesProcess::~FindDegeneratesProcess() {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
|
||||
bool FindDegeneratesProcess::IsActive(unsigned int pFlags) const {
|
||||
return 0 != (pFlags & aiProcess_FindDegenerates);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import configuration
|
||||
void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
|
||||
void FindDegeneratesProcess::SetupProperties(const Importer *pImp) {
|
||||
// Get the current value of AI_CONFIG_PP_FD_REMOVE
|
||||
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
|
||||
mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) );
|
||||
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE, 0));
|
||||
mConfigCheckAreaOfTriangle = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FindDegeneratesProcess::Execute( aiScene* pScene) {
|
||||
void FindDegeneratesProcess::Execute(aiScene *pScene) {
|
||||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
//Do not process point cloud, ExecuteOnMesh works only with faces data
|
||||
if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
|
||||
removeMesh(pScene, i);
|
||||
|
@ -102,12 +97,12 @@ void FindDegeneratesProcess::Execute( aiScene* pScene) {
|
|||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
|
||||
}
|
||||
|
||||
static void removeMesh(aiScene* pScene, unsigned const index) {
|
||||
static void removeMesh(aiScene *pScene, unsigned const index) {
|
||||
//we start at index and copy the pointers one position forward
|
||||
//save the mesh pointer to delete it later
|
||||
auto delete_me = pScene->mMeshes[index];
|
||||
for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
|
||||
pScene->mMeshes[i] = pScene->mMeshes[i+1];
|
||||
pScene->mMeshes[i] = pScene->mMeshes[i + 1];
|
||||
}
|
||||
pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
|
||||
--(pScene->mNumMeshes);
|
||||
|
@ -117,15 +112,15 @@ static void removeMesh(aiScene* pScene, unsigned const index) {
|
|||
updateSceneGraph(pScene->mRootNode, index);
|
||||
}
|
||||
|
||||
static void updateSceneGraph(aiNode* pNode, unsigned const index) {
|
||||
static void updateSceneGraph(aiNode *pNode, unsigned const index) {
|
||||
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
|
||||
if (pNode->mMeshes[i] > index) {
|
||||
--(pNode->mMeshes[i]);
|
||||
continue;
|
||||
}
|
||||
if (pNode->mMeshes[i] == index) {
|
||||
for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) {
|
||||
pNode->mMeshes[j] = pNode->mMeshes[j+1];
|
||||
for (unsigned j = i; j < pNode->mNumMeshes - 1; ++j) {
|
||||
pNode->mMeshes[j] = pNode->mMeshes[j + 1];
|
||||
}
|
||||
--(pNode->mNumMeshes);
|
||||
--i;
|
||||
|
@ -138,50 +133,50 @@ static void updateSceneGraph(aiNode* pNode, unsigned const index) {
|
|||
}
|
||||
}
|
||||
|
||||
static ai_real heron( ai_real a, ai_real b, ai_real c ) {
|
||||
static ai_real heron(ai_real a, ai_real b, ai_real c) {
|
||||
ai_real s = (a + b + c) / 2;
|
||||
ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
|
||||
ai_real area = pow((s * (s - a) * (s - b) * (s - c)), (ai_real)0.5);
|
||||
return area;
|
||||
}
|
||||
|
||||
static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) {
|
||||
const ai_real lx = ( vB.x - vA.x );
|
||||
const ai_real ly = ( vB.y - vA.y );
|
||||
const ai_real lz = ( vB.z - vA.z );
|
||||
ai_real a = lx*lx + ly*ly + lz*lz;
|
||||
ai_real d = pow( a, (ai_real)0.5 );
|
||||
static ai_real distance3D(const aiVector3D &vA, aiVector3D &vB) {
|
||||
const ai_real lx = (vB.x - vA.x);
|
||||
const ai_real ly = (vB.y - vA.y);
|
||||
const ai_real lz = (vB.z - vA.z);
|
||||
ai_real a = lx * lx + ly * ly + lz * lz;
|
||||
ai_real d = pow(a, (ai_real)0.5);
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
|
||||
static ai_real calculateAreaOfTriangle(const aiFace &face, aiMesh *mesh) {
|
||||
ai_real area = 0;
|
||||
|
||||
aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
|
||||
aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
|
||||
aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
|
||||
aiVector3D vA(mesh->mVertices[face.mIndices[0]]);
|
||||
aiVector3D vB(mesh->mVertices[face.mIndices[1]]);
|
||||
aiVector3D vC(mesh->mVertices[face.mIndices[2]]);
|
||||
|
||||
ai_real a( distance3D( vA, vB ) );
|
||||
ai_real b( distance3D( vB, vC ) );
|
||||
ai_real c( distance3D( vC, vA ) );
|
||||
area = heron( a, b, c );
|
||||
ai_real a(distance3D(vA, vB));
|
||||
ai_real b(distance3D(vB, vC));
|
||||
ai_real c(distance3D(vC, vA));
|
||||
area = heron(a, b, c);
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported mesh
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh(aiMesh *mesh) {
|
||||
mesh->mPrimitiveTypes = 0;
|
||||
|
||||
std::vector<bool> remove_me;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me.resize( mesh->mNumFaces, false );
|
||||
remove_me.resize(mesh->mNumFaces, false);
|
||||
}
|
||||
|
||||
unsigned int deg = 0, limit;
|
||||
for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
aiFace &face = mesh->mFaces[a];
|
||||
bool first = true;
|
||||
|
||||
// check whether the face contains degenerated entries
|
||||
|
@ -191,43 +186,43 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
// double points may not come directly after another.
|
||||
limit = face.mNumIndices;
|
||||
if (face.mNumIndices > 4) {
|
||||
limit = std::min( limit, i+2 );
|
||||
limit = std::min(limit, i + 2);
|
||||
}
|
||||
|
||||
for (unsigned int t = i+1; t < limit; ++t) {
|
||||
if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) {
|
||||
for (unsigned int t = i + 1; t < limit; ++t) {
|
||||
if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]]) {
|
||||
// we have found a matching vertex position
|
||||
// remove the corresponding index from the array
|
||||
--face.mNumIndices;
|
||||
--limit;
|
||||
for (unsigned int m = t; m < face.mNumIndices; ++m) {
|
||||
face.mIndices[ m ] = face.mIndices[ m+1 ];
|
||||
face.mIndices[m] = face.mIndices[m + 1];
|
||||
}
|
||||
--t;
|
||||
|
||||
// NOTE: we set the removed vertex index to an unique value
|
||||
// to make sure the developer gets notified when his
|
||||
// application attempts to access this data.
|
||||
face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
|
||||
face.mIndices[face.mNumIndices] = 0xdeadbeef;
|
||||
|
||||
if(first) {
|
||||
if (first) {
|
||||
++deg;
|
||||
first = false;
|
||||
}
|
||||
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me[a] = true;
|
||||
goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( mConfigCheckAreaOfTriangle ) {
|
||||
if ( face.mNumIndices == 3 ) {
|
||||
ai_real area = calculateAreaOfTriangle( face, mesh );
|
||||
if ( area < 1e-6 ) {
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
if (mConfigCheckAreaOfTriangle) {
|
||||
if (face.mNumIndices == 3) {
|
||||
ai_real area = calculateAreaOfTriangle(face, mesh);
|
||||
if (area < 1e-6) {
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me[a] = true;
|
||||
++deg;
|
||||
goto evil_jump_outside;
|
||||
}
|
||||
|
@ -239,8 +234,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
}
|
||||
|
||||
// We need to update the primitive flags array of the mesh.
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
switch (face.mNumIndices) {
|
||||
case 1u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
|
@ -254,18 +248,17 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
};
|
||||
evil_jump_outside:
|
||||
evil_jump_outside:
|
||||
continue;
|
||||
}
|
||||
|
||||
// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
|
||||
if (mConfigRemoveDegenerates && deg) {
|
||||
unsigned int n = 0;
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
aiFace& face_src = mesh->mFaces[a];
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
aiFace &face_src = mesh->mFaces[a];
|
||||
if (!remove_me[a]) {
|
||||
aiFace& face_dest = mesh->mFaces[n++];
|
||||
aiFace &face_dest = mesh->mFaces[n++];
|
||||
|
||||
// Do a manual copy, keep the index array
|
||||
face_dest.mNumIndices = face_src.mNumIndices;
|
||||
|
@ -276,8 +269,7 @@ evil_jump_outside:
|
|||
face_src.mNumIndices = 0;
|
||||
face_src.mIndices = nullptr;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// Otherwise delete it if we don't need this face
|
||||
delete[] face_src.mIndices;
|
||||
face_src.mIndices = nullptr;
|
||||
|
@ -295,7 +287,7 @@ evil_jump_outside:
|
|||
}
|
||||
|
||||
if (deg && !DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_WARN_F( "Found ", deg, " degenerated primitives");
|
||||
ASSIMP_LOG_WARN_F("Found ", deg, " degenerated primitives");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -47,34 +47,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
* The triangulation algorithm will handle concave or convex polygons.
|
||||
* Self-intersecting or non-planar polygons are not rejected, but
|
||||
* they're probably not triangulated correctly.
|
||||
*
|
||||
* DEBUG SWITCHES - do not enable any of them in release builds:
|
||||
*
|
||||
* AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
* - generates vertex colors to represent the face winding order.
|
||||
* the first vertex of a polygon becomes red, the last blue.
|
||||
* AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
* - dump all polygons and their triangulation sequences to
|
||||
* a file
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
|
||||
|
||||
#include "PostProcessing/TriangulateProcess.h"
|
||||
#include "Common/PolyTools.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
#include "contrib/poly2tri/poly2tri/poly2tri.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
|
||||
//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
#define AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
|
||||
#define POLY_GRID_Y 40
|
||||
#define POLY_GRID_X 70
|
||||
#define POLY_GRID_XPAD 20
|
||||
#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
|
||||
|
||||
using namespace Assimp;
|
||||
namespace Assimp {
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
|
@ -128,6 +114,7 @@ static bool validateNumIndices(aiMesh *mesh) {
|
|||
return bNeed;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
static void calulateNumOutputFaces(aiMesh *mesh, size_t &numOut, size_t &maxOut, bool &getNormals) {
|
||||
numOut = maxOut = 0;
|
||||
getNormals = true;
|
||||
|
@ -147,91 +134,7 @@ static void calulateNumOutputFaces(aiMesh *mesh, size_t &numOut, size_t &maxOut,
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Triangulates the given mesh.
|
||||
bool TriangulateProcess::TriangulateMesh(aiMesh *pMesh) {
|
||||
// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
|
||||
|
||||
if (!pMesh->mPrimitiveTypes) {
|
||||
if (!validateNumIndices(pMesh)) {
|
||||
return false;
|
||||
}
|
||||
} else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find out how many output faces we'll get
|
||||
size_t numOut = 0, max_out = 0;
|
||||
bool getNormals = true;
|
||||
calulateNumOutputFaces(pMesh, numOut, max_out, getNormals);
|
||||
|
||||
// Just another check whether aiMesh::mPrimitiveTypes is correct
|
||||
ai_assert(numOut != pMesh->mNumFaces);
|
||||
|
||||
aiVector3D *nor_out = nullptr;
|
||||
|
||||
// if we don't have normals yet, but expect them to be a cheap side
|
||||
// product of triangulation anyway, allocate storage for them.
|
||||
if (!pMesh->mNormals && getNormals) {
|
||||
// XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals
|
||||
// nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
}
|
||||
|
||||
// the output mesh will contain triangles, but no polys anymore
|
||||
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
||||
|
||||
aiFace *out = new aiFace[numOut](), *curOut = out;
|
||||
const size_t Capa = max_out + 2;
|
||||
std::vector<aiVector3D> temp_verts3d(max_out + 2); /* temporary storage for vertices */
|
||||
std::vector<aiVector2D> temp_verts(max_out + 2);
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
if (!pMesh->mColors[0])
|
||||
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
|
||||
else
|
||||
new (pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices];
|
||||
|
||||
aiColor4D *clr = pMesh->mColors[0];
|
||||
#endif
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
FILE *fout = fopen(POLY_OUTPUT_FILE, "a");
|
||||
#endif
|
||||
|
||||
const aiVector3D *verts = pMesh->mVertices;
|
||||
|
||||
// use std::unique_ptr to avoid slow std::vector<bool> specialiations
|
||||
std::unique_ptr<bool[]> done(new bool[max_out]);
|
||||
for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
aiFace &face = pMesh->mFaces[a];
|
||||
|
||||
unsigned int *idx = face.mIndices;
|
||||
int num = (int)face.mNumIndices, ear = 0, tmp, prev = num - 1, next = 0, max = num;
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
aiColor4D &c = clr[idx[i]];
|
||||
c.r = (i + 1) / (float)max;
|
||||
c.b = 1.f - c.r;
|
||||
}
|
||||
#endif
|
||||
|
||||
aiFace *const last_face = curOut;
|
||||
|
||||
// if it's a simple point,line or triangle: just copy it
|
||||
if (face.mNumIndices <= 3) {
|
||||
aiFace &nface = *curOut++;
|
||||
nface.mNumIndices = face.mNumIndices;
|
||||
nface.mIndices = face.mIndices;
|
||||
|
||||
face.mIndices = nullptr;
|
||||
continue;
|
||||
}
|
||||
// optimized code for quadrilaterals
|
||||
else if (face.mNumIndices == 4) {
|
||||
|
||||
static void quad2Triangles(const aiFace &face, const aiVector3D *verts, aiFace *curOut) {
|
||||
// quads can have at maximum one concave vertex. Determine
|
||||
// this vertex (if it exists) and start tri-fanning from
|
||||
// it.
|
||||
|
@ -276,229 +179,162 @@ bool TriangulateProcess::TriangulateMesh(aiMesh *pMesh) {
|
|||
sface.mIndices[0] = temp[start_vertex];
|
||||
sface.mIndices[1] = temp[(start_vertex + 2) % 4];
|
||||
sface.mIndices[2] = temp[(start_vertex + 3) % 4];
|
||||
}
|
||||
|
||||
// prevent double deletion of the indices field
|
||||
face.mIndices = nullptr;
|
||||
continue;
|
||||
} else {
|
||||
// A polygon with more than 3 vertices can be either concave or convex.
|
||||
// Usually everything we're getting is convex and we could easily
|
||||
// triangulate by tri-fanning. However, LightWave is probably the only
|
||||
// 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.
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool getContourFromePolyline(aiFace &face, aiMesh *pMesh, std::vector<p2t::Point *> &contour,
|
||||
aiMatrix4x4 &m, aiVector3D &vmin, aiVector3D &vmax, ai_real &zcoord) {
|
||||
aiVector3D normal;
|
||||
bool ok = true;
|
||||
m = DerivePlaneCoordinateSpace<ai_real>(pMesh->mVertices, pMesh->mNumVertices, ok, normal);
|
||||
if (!ok) {
|
||||
false;
|
||||
}
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
unsigned int index = face.mIndices[i];
|
||||
|
||||
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
||||
// We project it onto a plane to get a 2d triangle.
|
||||
const aiVector3D vv = m * pMesh->mVertices[index];
|
||||
// keep Z offset in the plane coordinate system. Ignoring precision issues
|
||||
// (which are present, of course), this should be the same value for
|
||||
// all polygon vertices (assuming the polygon is planar).
|
||||
|
||||
// Collect all vertices of of the polygon.
|
||||
for (tmp = 0; tmp < max; ++tmp) {
|
||||
temp_verts3d[tmp] = verts[idx[tmp]];
|
||||
// XXX this should be guarded, but we somehow need to pick a suitable
|
||||
// epsilon
|
||||
// if(coord != -1.0f) {
|
||||
// assert(std::fabs(coord - vv.z) < 1e-3f);
|
||||
// }
|
||||
zcoord += vv.z;
|
||||
vmin = std::min(vv, vmin);
|
||||
vmax = std::max(vv, vmax);
|
||||
|
||||
contour.push_back(new p2t::Point(vv.x, vv.y));
|
||||
}
|
||||
|
||||
// Get Newell-Normal of the polygon. Store it for future use if it's a polygon-only mesh
|
||||
aiVector3D n;
|
||||
NewellNormal<3, 3, 3>(n, max, &temp_verts3d.front().x, &temp_verts3d.front().y, &temp_verts3d.front().z, Capa);
|
||||
if (nor_out) {
|
||||
for (tmp = 0; tmp < max; ++tmp)
|
||||
nor_out[idx[tmp]] = n;
|
||||
zcoord /= pMesh->mNumVertices;
|
||||
|
||||
// Further improve the projection by mapping the entire working set into
|
||||
// [0,1] range. This gives us a consistent data range so all epsilons
|
||||
// used below can be constants.
|
||||
vmax -= vmin;
|
||||
const aiVector2D one_vec(1, 1);
|
||||
|
||||
for (p2t::Point* &vv : contour) {
|
||||
vv->x = (vv->x - vmin.x) / vmax.x;
|
||||
vv->y = (vv->y - vmin.y) / vmax.y;
|
||||
|
||||
// sanity rounding
|
||||
aiVector2D cur_vv((ai_real) vv->x, (ai_real)vv->y);
|
||||
cur_vv = std::max(cur_vv, aiVector2D());
|
||||
cur_vv = std::min(cur_vv, one_vec);
|
||||
}
|
||||
|
||||
// Select largest normal coordinate to ignore for projection
|
||||
const float ax = (n.x > 0 ? n.x : -n.x);
|
||||
const float ay = (n.y > 0 ? n.y : -n.y);
|
||||
const float az = (n.z > 0 ? n.z : -n.z);
|
||||
aiMatrix4x4 mult;
|
||||
mult.a1 = static_cast<ai_real>(1.0) / vmax.x;
|
||||
mult.b2 = static_cast<ai_real>(1.0) / vmax.y;
|
||||
|
||||
unsigned int ac = 0, bc = 1; // no z coord. projection to xy
|
||||
float inv = n.z;
|
||||
if (ax > ay) {
|
||||
if (ax > az) { // no x coord. projection to yz
|
||||
ac = 1;
|
||||
bc = 2;
|
||||
inv = n.x;
|
||||
}
|
||||
} else if (ay > az) { // no y coord. projection to zy
|
||||
ac = 2;
|
||||
bc = 0;
|
||||
inv = n.y;
|
||||
}
|
||||
mult.a4 = -vmin.x * mult.a1;
|
||||
mult.b4 = -vmin.y * mult.b2;
|
||||
mult.c4 = -zcoord;
|
||||
m = mult * m;
|
||||
|
||||
// Swap projection axes to take the negated projection vector into account
|
||||
if (inv < 0.f) {
|
||||
std::swap(ac, bc);
|
||||
}
|
||||
|
||||
for (tmp = 0; tmp < max; ++tmp) {
|
||||
temp_verts[tmp].x = verts[idx[tmp]][ac];
|
||||
temp_verts[tmp].y = verts[idx[tmp]][bc];
|
||||
done[tmp] = false;
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
// plot the plane onto which we mapped the polygon to a 2D ASCII pic
|
||||
aiVector2D bmin, bmax;
|
||||
ArrayBounds(&temp_verts[0], max, bmin, bmax);
|
||||
|
||||
char grid[POLY_GRID_Y][POLY_GRID_X + POLY_GRID_XPAD];
|
||||
std::fill_n((char *)grid, POLY_GRID_Y * (POLY_GRID_X + POLY_GRID_XPAD), ' ');
|
||||
|
||||
for (int i = 0; i < max; ++i) {
|
||||
const aiVector2D &v = (temp_verts[i] - bmin) / (bmax - bmin);
|
||||
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));
|
||||
char *loc = grid[y] + x;
|
||||
if (grid[y][x] != ' ') {
|
||||
for (; *loc != ' '; ++loc)
|
||||
;
|
||||
*loc++ = '_';
|
||||
}
|
||||
*(loc + ::ai_snprintf(loc, POLY_GRID_XPAD, "%i", i)) = ' ';
|
||||
}
|
||||
|
||||
for (size_t y = 0; y < POLY_GRID_Y; ++y) {
|
||||
grid[y][POLY_GRID_X + POLY_GRID_XPAD - 1] = '\0';
|
||||
fprintf(fout, "%s\n", grid[y]);
|
||||
}
|
||||
|
||||
fprintf(fout, "\ntriangulation sequence: ");
|
||||
#endif
|
||||
|
||||
//
|
||||
// FIXME: currently this is the slow O(kn) variant with a worst case
|
||||
// complexity of O(n^2) (I think). Can be done in O(n).
|
||||
while (num > 3) {
|
||||
|
||||
// Find the next ear of the polygon
|
||||
int num_found = 0;
|
||||
for (ear = next;; prev = ear, ear = next) {
|
||||
|
||||
// break after we looped two times without a positive match
|
||||
for (next = ear + 1; done[(next >= max ? next = 0 : next)]; ++next)
|
||||
;
|
||||
if (next < ear) {
|
||||
if (++num_found == 2) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
const aiVector2D *pnt1 = &temp_verts[ear],
|
||||
*pnt0 = &temp_verts[prev],
|
||||
*pnt2 = &temp_verts[next];
|
||||
|
||||
// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
|
||||
if (OnLeftSideOfLine2D(*pnt0, *pnt2, *pnt1)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// and no other point may be contained in this triangle
|
||||
for (tmp = 0; tmp < max; ++tmp) {
|
||||
|
||||
// We need to compare the actual values because it's possible that multiple indexes in
|
||||
// the polygon are referring to the same position. concave_polygon.obj is a sample
|
||||
//
|
||||
// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
|
||||
// PointInTriangle() I'm guessing that it's actually possible to construct
|
||||
// input data that would cause us to end up with no ears. The problem is,
|
||||
// which epsilon? If we chose a too large value, we'd get wrong results
|
||||
const aiVector2D &vtmp = temp_verts[tmp];
|
||||
if (vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0, *pnt1, *pnt2, vtmp)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (tmp != max) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// this vertex is an ear
|
||||
break;
|
||||
}
|
||||
if (num_found == 2) {
|
||||
|
||||
// Due to the 'two ear theorem', every simple polygon with more than three points must
|
||||
// have 2 'ears'. Here's definitely something wrong ... but we don't give up yet.
|
||||
//
|
||||
|
||||
// Instead we're continuing with the standard tri-fanning algorithm which we'd
|
||||
// use if we had only convex polygons. That's life.
|
||||
ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
fprintf(fout, "critical error here, no ear found! ");
|
||||
#endif
|
||||
num = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
aiFace &nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
|
||||
if (!nface.mIndices) {
|
||||
nface.mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
// setup indices for the new triangle ...
|
||||
nface.mIndices[0] = prev;
|
||||
nface.mIndices[1] = ear;
|
||||
nface.mIndices[2] = next;
|
||||
|
||||
// exclude the ear from most further processing
|
||||
done[ear] = true;
|
||||
--num;
|
||||
}
|
||||
if (num > 0) {
|
||||
// We have three indices forming the last 'ear' remaining. Collect them.
|
||||
aiFace &nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
if (!nface.mIndices) {
|
||||
nface.mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
for (tmp = 0; done[tmp]; ++tmp)
|
||||
;
|
||||
nface.mIndices[0] = tmp;
|
||||
|
||||
for (++tmp; done[tmp]; ++tmp)
|
||||
;
|
||||
nface.mIndices[1] = tmp;
|
||||
|
||||
for (++tmp; done[tmp]; ++tmp)
|
||||
;
|
||||
nface.mIndices[2] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
|
||||
for (aiFace *f = last_face; f != curOut; ++f) {
|
||||
unsigned int *i = f->mIndices;
|
||||
fprintf(fout, " (%i %i %i)", i[0], i[1], i[2]);
|
||||
}
|
||||
|
||||
fprintf(fout, "\n*********************************************************************\n");
|
||||
fflush(fout);
|
||||
|
||||
#endif
|
||||
|
||||
for (aiFace *f = last_face; f != curOut;) {
|
||||
unsigned int *i = f->mIndices;
|
||||
i[0] = idx[i[0]];
|
||||
i[1] = idx[i[1]];
|
||||
i[2] = idx[i[2]];
|
||||
++f;
|
||||
}
|
||||
|
||||
delete[] face.mIndices;
|
||||
face.mIndices = nullptr;
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
fclose(fout);
|
||||
#endif
|
||||
|
||||
// kill the old faces
|
||||
delete[] pMesh->mFaces;
|
||||
|
||||
// ... and store the new ones
|
||||
pMesh->mFaces = out;
|
||||
pMesh->mNumFaces = (unsigned int)(curOut - out); /* not necessarily equal to numOut */
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Triangulates the given mesh.
|
||||
bool TriangulateProcess::TriangulateMesh(aiMesh *pMesh) {
|
||||
// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
|
||||
|
||||
if (!pMesh->mPrimitiveTypes) {
|
||||
if (!validateNumIndices(pMesh)) {
|
||||
ASSIMP_LOG_DEBUG("Error while validating number of indices.");
|
||||
return false;
|
||||
}
|
||||
} else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
|
||||
ASSIMP_LOG_DEBUG("???!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find out how many output faces we'll get
|
||||
size_t numOut = 0, max_out = 0;
|
||||
bool getNormals = true;
|
||||
calulateNumOutputFaces(pMesh, numOut, max_out, getNormals);
|
||||
if (numOut == pMesh->mNumFaces) {
|
||||
ASSIMP_LOG_DEBUG("Error while generating contour.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// the output mesh will contain triangles, but no polys anymore
|
||||
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
||||
|
||||
aiFace *out = new aiFace[numOut](), *curOut = out;
|
||||
const size_t Capa = max_out + 2;
|
||||
std::vector<aiVector3D> temp_verts3d(max_out + 2); /* temporary storage for vertices */
|
||||
std::vector<aiVector2D> temp_verts(max_out + 2);
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
|
||||
const aiVector3D *verts = pMesh->mVertices;
|
||||
|
||||
// use std::unique_ptr to avoid slow std::vector<bool> specialiations
|
||||
std::unique_ptr<bool[]> done(new bool[max_out]);
|
||||
for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
aiFace &face = pMesh->mFaces[a];
|
||||
|
||||
// if it's a simple point,line or triangle: just copy it
|
||||
if (face.mNumIndices <= 3) {
|
||||
aiFace &nface = *curOut++;
|
||||
nface.mNumIndices = face.mNumIndices;
|
||||
nface.mIndices = face.mIndices;
|
||||
|
||||
face.mIndices = nullptr;
|
||||
} else if (face.mNumIndices == 4) {
|
||||
// optimized code for quadrilaterals
|
||||
quad2Triangles(face, verts, curOut);
|
||||
face.mIndices = nullptr;
|
||||
} else {
|
||||
std::vector<p2t::Point *> contour;
|
||||
aiMatrix4x4 m;
|
||||
aiVector3D vmin, vmax;
|
||||
ai_real zcoord = -1;
|
||||
if (!getContourFromePolyline(face, pMesh, contour, m, vmin, vmax, zcoord)) {
|
||||
ASSIMP_LOG_DEBUG("Error while generating contour.");
|
||||
continue;
|
||||
}
|
||||
p2t::CDT cdt(contour);
|
||||
cdt.Triangulate();
|
||||
const std::vector<p2t::Triangle *> tris = cdt.GetTriangles();
|
||||
const aiMatrix4x4 matInv = m.Inverse();
|
||||
for (p2t::Triangle *tri : tris) {
|
||||
curOut->mNumIndices = 3;
|
||||
curOut->mIndices = new unsigned int[curOut->mNumIndices];
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
const aiVector2D v = aiVector2D(static_cast<ai_real>(tri->GetPoint(i)->x), static_cast<ai_real>(tri->GetPoint(i)->y));
|
||||
// ai_assert(v.x <= 1.0 && v.x >= 0.0 && v.y <= 1.0 && v.y >= 0.0);
|
||||
const aiVector3D v3 = matInv * aiVector3D(vmin.x + v.x * vmax.x, vmin.y + v.y * vmax.y, zcoord);
|
||||
temp_verts3d.emplace_back(v3);
|
||||
curOut->mIndices[i] = (unsigned int) temp_verts3d.size()-1;
|
||||
}
|
||||
curOut++;
|
||||
}
|
||||
face.mIndices = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
delete[] pMesh->mFaces;
|
||||
pMesh->mFaces = out;
|
||||
pMesh->mNumVertices = (unsigned int)temp_verts3d.size();
|
||||
delete[] pMesh->mVertices;
|
||||
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
||||
for (size_t i = 0; i < temp_verts3d.size(); ++i) {
|
||||
pMesh->mVertices[i] = temp_verts3d[i];
|
||||
}
|
||||
pMesh->mNumFaces = (unsigned int)(curOut - out); /* not necessarily equal to numOut */
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace Assimp
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
|
||||
|
|
Binary file not shown.
|
@ -1,5 +1,8 @@
|
|||
find_package( Doxygen REQUIRED )
|
||||
|
||||
set(SPHINX_SOURCE ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
set(SPHINX_BUILD ${CMAKE_CURRENT_BINARY_DIR}/docs/sphinx)
|
||||
|
||||
set( HTML_OUTPUT "AssimpDoc_Html" CACHE STRING "Output directory for generated HTML documentation. Defaults to AssimpDoc_Html." )
|
||||
|
||||
# Enable Microsoft CHM help style only on Windows
|
||||
|
|
|
@ -1484,7 +1484,7 @@ MAN_LINKS = NO
|
|||
# generate an XML file that captures the structure of
|
||||
# the code including all documentation.
|
||||
|
||||
GENERATE_XML = NO
|
||||
GENERATE_XML = YES
|
||||
|
||||
# The XML_OUTPUT tag is used to specify where the XML pages will be put.
|
||||
# If a relative path is entered the value of OUTPUT_DIRECTORY will be
|
||||
|
|
|
@ -47,8 +47,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
# pragma GCC system_header
|
||||
#endif
|
||||
|
||||
#include <stdint.h>
|
||||
#include <string.h>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Hashing function taken from
|
||||
|
@ -74,8 +74,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline uint32_t SuperFastHash (const char * data, uint32_t len = 0, uint32_t hash = 0) {
|
||||
uint32_t tmp;
|
||||
int rem;
|
||||
uint32_t tmp;
|
||||
int rem;
|
||||
|
||||
if (!data) return 0;
|
||||
if (!len)len = (uint32_t)::strlen(data);
|
||||
|
|
|
@ -49,12 +49,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define INCLUDED_LINE_SPLITTER_H
|
||||
|
||||
#ifdef __GNUC__
|
||||
# pragma GCC system_header
|
||||
#pragma GCC system_header
|
||||
#endif
|
||||
|
||||
#include <stdexcept>
|
||||
#include <assimp/StreamReader.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <assimp/StreamReader.h>
|
||||
#include <stdexcept>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
@ -79,37 +79,37 @@ for(LineSplitter splitter(stream);splitter;++splitter) {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
class LineSplitter {
|
||||
public:
|
||||
typedef size_t line_idx;
|
||||
using line_idx = size_t;
|
||||
|
||||
// -----------------------------------------
|
||||
/** construct from existing stream reader
|
||||
note: trim is *always* assumed true if skyp_empty_lines==true
|
||||
*/
|
||||
LineSplitter(StreamReaderLE& stream, bool skip_empty_lines = true, bool trim = true);
|
||||
LineSplitter(StreamReaderLE &stream, bool skip_empty_lines = true, bool trim = true);
|
||||
|
||||
~LineSplitter();
|
||||
|
||||
// -----------------------------------------
|
||||
/** pseudo-iterator increment */
|
||||
LineSplitter& operator++();
|
||||
LineSplitter &operator++();
|
||||
|
||||
// -----------------------------------------
|
||||
LineSplitter& operator++(int);
|
||||
LineSplitter &operator++(int);
|
||||
|
||||
// -----------------------------------------
|
||||
/** get a pointer to the beginning of a particular token */
|
||||
const char* operator[] (size_t idx) const;
|
||||
const char *operator[](size_t idx) const;
|
||||
|
||||
// -----------------------------------------
|
||||
/** extract the start positions of N tokens from the current line*/
|
||||
template <size_t N>
|
||||
void get_tokens(const char* (&tokens)[N]) const;
|
||||
void get_tokens(const char *(&tokens)[N]) const;
|
||||
|
||||
// -----------------------------------------
|
||||
/** member access */
|
||||
const std::string* operator -> () const;
|
||||
const std::string *operator->() const;
|
||||
|
||||
std::string operator* () const;
|
||||
std::string operator*() const;
|
||||
|
||||
// -----------------------------------------
|
||||
/** boolean context */
|
||||
|
@ -123,47 +123,45 @@ public:
|
|||
|
||||
// -----------------------------------------
|
||||
/** access the underlying stream object */
|
||||
StreamReaderLE& get_stream();
|
||||
StreamReaderLE &get_stream();
|
||||
|
||||
// -----------------------------------------
|
||||
/** !strcmp((*this)->substr(0,strlen(check)),check) */
|
||||
bool match_start(const char* check);
|
||||
bool match_start(const char *check);
|
||||
|
||||
// -----------------------------------------
|
||||
/** swallow the next call to ++, return the previous value. */
|
||||
void swallow_next_increment();
|
||||
|
||||
LineSplitter( const LineSplitter & ) = delete;
|
||||
LineSplitter(const LineSplitter &) = delete;
|
||||
LineSplitter(LineSplitter &&) = delete;
|
||||
LineSplitter &operator = ( const LineSplitter & ) = delete;
|
||||
LineSplitter &operator=(const LineSplitter &) = delete;
|
||||
|
||||
private:
|
||||
line_idx mIdx;
|
||||
std::string mCur;
|
||||
StreamReaderLE& mStream;
|
||||
StreamReaderLE &mStream;
|
||||
bool mSwallow, mSkip_empty_lines, mTrim;
|
||||
};
|
||||
|
||||
AI_FORCE_INLINE
|
||||
LineSplitter::LineSplitter(StreamReaderLE& stream, bool skip_empty_lines, bool trim )
|
||||
: mIdx(0)
|
||||
, mCur()
|
||||
, mStream(stream)
|
||||
, mSwallow()
|
||||
, mSkip_empty_lines(skip_empty_lines)
|
||||
, mTrim(trim) {
|
||||
AI_FORCE_INLINE LineSplitter::LineSplitter(StreamReaderLE &stream, bool skip_empty_lines, bool trim) :
|
||||
mIdx(0),
|
||||
mCur(),
|
||||
mStream(stream),
|
||||
mSwallow(),
|
||||
mSkip_empty_lines(skip_empty_lines),
|
||||
mTrim(trim) {
|
||||
mCur.reserve(1024);
|
||||
operator++();
|
||||
mIdx = 0;
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
LineSplitter::~LineSplitter() {
|
||||
AI_FORCE_INLINE LineSplitter::~LineSplitter() {
|
||||
// empty
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
LineSplitter& LineSplitter::operator++() {
|
||||
LineSplitter &LineSplitter::operator++() {
|
||||
if (mSwallow) {
|
||||
mSwallow = false;
|
||||
return *this;
|
||||
|
@ -178,7 +176,8 @@ LineSplitter& LineSplitter::operator++() {
|
|||
while (mStream.GetRemainingSize() && (s = mStream.GetI1(), 1)) {
|
||||
if (s == '\n' || s == '\r') {
|
||||
if (mSkip_empty_lines) {
|
||||
while (mStream.GetRemainingSize() && ((s = mStream.GetI1()) == ' ' || s == '\r' || s == '\n'));
|
||||
while (mStream.GetRemainingSize() && ((s = mStream.GetI1()) == ' ' || s == '\r' || s == '\n'))
|
||||
;
|
||||
if (mStream.GetRemainingSize()) {
|
||||
mStream.IncPtr(-1);
|
||||
}
|
||||
|
@ -188,7 +187,8 @@ LineSplitter& LineSplitter::operator++() {
|
|||
mStream.IncPtr(-1);
|
||||
}
|
||||
if (mTrim) {
|
||||
while (mStream.GetRemainingSize() && ((s = mStream.GetI1()) == ' ' || s == '\t'));
|
||||
while (mStream.GetRemainingSize() && ((s = mStream.GetI1()) == ' ' || s == '\t'))
|
||||
;
|
||||
if (mStream.GetRemainingSize()) {
|
||||
mStream.IncPtr(-1);
|
||||
}
|
||||
|
@ -203,14 +203,13 @@ LineSplitter& LineSplitter::operator++() {
|
|||
return *this;
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
LineSplitter &LineSplitter::operator++(int) {
|
||||
AI_FORCE_INLINE LineSplitter &LineSplitter::operator++(int) {
|
||||
return ++(*this);
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
const char *LineSplitter::operator[] (size_t idx) const {
|
||||
const char* s = operator->()->c_str();
|
||||
const char *LineSplitter::operator[](size_t idx) const {
|
||||
const char *s = operator->()->c_str();
|
||||
|
||||
SkipSpaces(&s);
|
||||
for (size_t i = 0; i < idx; ++i) {
|
||||
|
@ -226,9 +225,8 @@ const char *LineSplitter::operator[] (size_t idx) const {
|
|||
}
|
||||
|
||||
template <size_t N>
|
||||
AI_FORCE_INLINE
|
||||
void LineSplitter::get_tokens(const char* (&tokens)[N]) const {
|
||||
const char* s = operator->()->c_str();
|
||||
AI_FORCE_INLINE void LineSplitter::get_tokens(const char *(&tokens)[N]) const {
|
||||
const char *s = operator->()->c_str();
|
||||
|
||||
SkipSpaces(&s);
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
|
@ -237,18 +235,19 @@ void LineSplitter::get_tokens(const char* (&tokens)[N]) const {
|
|||
}
|
||||
tokens[i] = s;
|
||||
|
||||
for (; *s && !IsSpace(*s); ++s);
|
||||
for (; *s && !IsSpace(*s); ++s)
|
||||
;
|
||||
SkipSpaces(&s);
|
||||
}
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
const std::string* LineSplitter::operator -> () const {
|
||||
const std::string *LineSplitter::operator->() const {
|
||||
return &mCur;
|
||||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
std::string LineSplitter::operator* () const {
|
||||
std::string LineSplitter::operator*() const {
|
||||
return mCur;
|
||||
}
|
||||
|
||||
|
@ -273,7 +272,7 @@ StreamReaderLE &LineSplitter::get_stream() {
|
|||
}
|
||||
|
||||
AI_FORCE_INLINE
|
||||
bool LineSplitter::match_start(const char* check) {
|
||||
bool LineSplitter::match_start(const char *check) {
|
||||
const size_t len = ::strlen(check);
|
||||
|
||||
return len <= mCur.length() && std::equal(check, check + len, mCur.begin());
|
||||
|
|
|
@ -119,7 +119,7 @@ public:
|
|||
/** @brief Normalize the vector with extra check for zero vectors */
|
||||
aiVector3t& NormalizeSafe();
|
||||
|
||||
/** @brief Componentwise multiplication of two vectors
|
||||
/** @brief Component-wise multiplication of two vectors
|
||||
*
|
||||
* Note that vec*vec yields the dot product.
|
||||
* @param o Second factor */
|
||||
|
@ -129,7 +129,7 @@ public:
|
|||
};
|
||||
|
||||
|
||||
typedef aiVector3t<ai_real> aiVector3D;
|
||||
using aiVector3D = aiVector3t<ai_real>;
|
||||
|
||||
#else
|
||||
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -306,4 +304,5 @@ aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
#endif // AI_VECTOR3D_INL_INC
|
||||
|
|
|
@ -65,3 +65,28 @@ TEST_F( utPolyTools, NewellNormalTest ) {
|
|||
z[0] = z[1] = z[2] = z[3] = 0;
|
||||
NewellNormal<3, 3, 3>(out, 4, x, y, z, Capa);
|
||||
}
|
||||
|
||||
TEST_F(utPolyTools, DerivePlaneCoordinateSpaceTest) {
|
||||
const aiVector3D vertices_ok[3] = {
|
||||
aiVector3D(-1, -1, 0),
|
||||
aiVector3D(0, 1, 0),
|
||||
aiVector3D(1, -1, 0)
|
||||
|
||||
};
|
||||
aiVector3D normal;
|
||||
bool ok = true;
|
||||
aiMatrix4x4 m_ok = DerivePlaneCoordinateSpace<ai_real>(vertices_ok, 3, ok, normal);
|
||||
EXPECT_TRUE(ok);
|
||||
EXPECT_FLOAT_EQ(normal.x, 0.0f);
|
||||
EXPECT_FLOAT_EQ(normal.y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(normal.z, 1.0f);
|
||||
|
||||
const aiVector3D vertices_not_ok[3] = {
|
||||
aiVector3D(-1, -1, 0),
|
||||
aiVector3D(-1, -1, 0),
|
||||
aiVector3D(-1, -1, 0)
|
||||
|
||||
};
|
||||
aiMatrix4x4 m_not_ok = DerivePlaneCoordinateSpace<ai_real>(vertices_not_ok, 3, ok, normal);
|
||||
EXPECT_FALSE(ok);
|
||||
}
|
||||
|
|
|
@ -49,8 +49,8 @@ using namespace Assimp;
|
|||
|
||||
class TriangulateProcessTest : public ::testing::Test {
|
||||
public:
|
||||
virtual void SetUp();
|
||||
virtual void TearDown();
|
||||
void SetUp() override;
|
||||
void TearDown() override;
|
||||
|
||||
protected:
|
||||
aiMesh *pcMesh;
|
||||
|
@ -132,6 +132,6 @@ TEST_F(TriangulateProcessTest, testTriangulation) {
|
|||
}
|
||||
}
|
||||
|
||||
// we should have no valid normal vectors now necause we aren't a pure polygon mesh
|
||||
// we should have no valid normal vectors now because we aren't a pure polygon mesh
|
||||
EXPECT_TRUE(pcMesh->mNormals == NULL);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue