Prototype new triangulation.

issue_1044
Kim Kulling 2021-01-13 22:43:46 +01:00
parent 4bb2006325
commit 8e4ee11bf3
15 changed files with 904 additions and 1171 deletions

File diff suppressed because it is too large Load Diff

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@ -192,7 +192,7 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3> &normals, bool norm
size_t vidx = std::accumulate(mVertcnt.begin(), begin, 0);
for (iit = begin; iit != end; vidx += *iit++) {
if (!*iit) {
normals.push_back(IfcVector3());
normals.emplace_back();
continue;
}
for (size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) {
@ -206,7 +206,7 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3> &normals, bool norm
++cnt;
}
normals.push_back(IfcVector3());
normals.emplace_back();
NewellNormal<4, 4, 4>(normals.back(), *iit, &temp[0], &temp[1], &temp[2], Capa);
}

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@ -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,
@ -47,40 +46,37 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_IFCUTIL_H
#define INCLUDED_IFCUTIL_H
#include "AssetLib/IFC/IFCReaderGen_2x3.h"
#include "AssetLib/IFC/IFCLoader.h"
#include "AssetLib/IFC/IFCReaderGen_2x3.h"
#include "AssetLib/Step/STEPFile.h"
#include <assimp/mesh.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
struct aiNode;
namespace Assimp {
namespace IFC {
typedef double IfcFloat;
// IfcFloat-precision math data types
typedef aiVector2t<IfcFloat> IfcVector2;
typedef aiVector3t<IfcFloat> IfcVector3;
typedef aiMatrix4x4t<IfcFloat> IfcMatrix4;
typedef aiMatrix3x3t<IfcFloat> IfcMatrix3;
typedef aiColor4t<IfcFloat> IfcColor4;
using IfcFloat = double;
// IfcFloat-precision math data types
using IfcVector2 = aiVector2t<IfcFloat>;
using IfcVector3 = aiVector3t<IfcFloat>;
using IfcMatrix4 = aiMatrix4x4t<IfcFloat>;
using IfcMatrix3 = aiMatrix3x3t<IfcFloat>;
using IfcColor4 = aiColor4t<IfcFloat>;
// ------------------------------------------------------------------------------------------------
// Helper for std::for_each to delete all heap-allocated items in a container
// ------------------------------------------------------------------------------------------------
template<typename T>
template <typename T>
struct delete_fun {
void operator()(T* del) {
void operator()(T *del) {
delete del;
}
};
// ------------------------------------------------------------------------------------------------
// Helper used during mesh construction. Aids at creating aiMesh'es out of relatively few polygons.
// ------------------------------------------------------------------------------------------------
@ -89,32 +85,29 @@ struct TempMesh {
std::vector<unsigned int> mVertcnt;
// utilities
aiMesh* ToMesh();
aiMesh *ToMesh();
void Clear();
void Transform(const IfcMatrix4& mat);
void Transform(const IfcMatrix4 &mat);
IfcVector3 Center() const;
void Append(const TempMesh& other);
void Append(const TempMesh &other);
bool IsEmpty() const;
void RemoveAdjacentDuplicates();
void RemoveDegenerates();
void FixupFaceOrientation();
static IfcVector3 ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize = true);
static IfcVector3 ComputePolygonNormal(const IfcVector3 *vtcs, size_t cnt, bool normalize = true);
IfcVector3 ComputeLastPolygonNormal(bool normalize = true) const;
void ComputePolygonNormals(std::vector<IfcVector3>& normals, bool normalize = true, size_t ofs = 0) const;
void Swap(TempMesh& other);
void ComputePolygonNormals(std::vector<IfcVector3> &normals, bool normalize = true, size_t ofs = 0) const;
void Swap(TempMesh &other);
};
inline
bool TempMesh::IsEmpty() const {
inline bool TempMesh::IsEmpty() const {
return mVerts.empty() && mVertcnt.empty();
}
// ------------------------------------------------------------------------------------------------
// Temporary representation of an opening in a wall or a floor
// ------------------------------------------------------------------------------------------------
struct TempOpening
{
struct TempOpening {
const IFC::Schema_2x3::IfcSolidModel *solid;
IfcVector3 extrusionDir;
@ -129,90 +122,98 @@ struct TempOpening
std::vector<IfcVector3> wallPoints;
// ------------------------------------------------------------------------------
TempOpening()
: solid()
, extrusionDir()
, profileMesh()
{
TempOpening() :
solid(),
extrusionDir(),
profileMesh() {
// empty
}
// ------------------------------------------------------------------------------
TempOpening(const IFC::Schema_2x3::IfcSolidModel* solid,IfcVector3 extrusionDir,
TempOpening(const IFC::Schema_2x3::IfcSolidModel *solid, IfcVector3 extrusionDir,
std::shared_ptr<TempMesh> profileMesh,
std::shared_ptr<TempMesh> profileMesh2D)
: solid(solid)
, extrusionDir(extrusionDir)
, profileMesh(profileMesh)
, profileMesh2D(profileMesh2D)
{
std::shared_ptr<TempMesh> profileMesh2D) :
solid(solid),
extrusionDir(extrusionDir),
profileMesh(profileMesh),
profileMesh2D(profileMesh2D) {
// empty
}
// ------------------------------------------------------------------------------
void Transform(const IfcMatrix4& mat); // defined later since TempMesh is not complete yet
void Transform(const IfcMatrix4 &mat); // defined later since TempMesh is not complete yet
// ------------------------------------------------------------------------------
// Helper to sort openings by distance from a given base point
struct DistanceSorter {
DistanceSorter(const IfcVector3& base) : base(base) {}
DistanceSorter(const IfcVector3 &base) :
base(base) {}
bool operator () (const TempOpening& a, const TempOpening& b) const {
return (a.profileMesh->Center()-base).SquareLength() < (b.profileMesh->Center()-base).SquareLength();
bool operator()(const TempOpening &a, const TempOpening &b) const {
return (a.profileMesh->Center() - base).SquareLength() < (b.profileMesh->Center() - base).SquareLength();
}
IfcVector3 base;
};
};
// ------------------------------------------------------------------------------------------------
// Intermediate data storage during conversion. Keeps everything and a bit more.
// ------------------------------------------------------------------------------------------------
struct ConversionData
{
ConversionData(const STEP::DB& db, const IFC::Schema_2x3::IfcProject& proj, aiScene* out,const IFCImporter::Settings& settings)
: len_scale(1.0)
, angle_scale(-1.0)
, db(db)
, proj(proj)
, out(out)
, settings(settings)
, apply_openings()
, collect_openings()
{}
struct ConversionData {
ConversionData(const STEP::DB &db, const IFC::Schema_2x3::IfcProject &proj, aiScene *out, const IFCImporter::Settings &settings) :
len_scale(1.0),
angle_scale(-1.0),
plane_angle_in_radians(true),
db(db),
proj(proj),
out(out),
wcs(),
meshes(),
materials(),
cached_meshes(),
cached_materials(),
settings(settings),
apply_openings(nullptr),
collect_openings(nullptr),
already_processed() {
// empty
}
~ConversionData() {
std::for_each(meshes.begin(),meshes.end(),delete_fun<aiMesh>());
std::for_each(materials.begin(),materials.end(),delete_fun<aiMaterial>());
std::for_each(meshes.begin(), meshes.end(), delete_fun<aiMesh>());
std::for_each(materials.begin(), materials.end(), delete_fun<aiMaterial>());
}
IfcFloat len_scale, angle_scale;
bool plane_angle_in_radians;
const STEP::DB& db;
const IFC::Schema_2x3::IfcProject& proj;
aiScene* out;
const STEP::DB &db;
const IFC::Schema_2x3::IfcProject &proj;
aiScene *out;
IfcMatrix4 wcs;
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
std::vector<aiMesh *> meshes;
std::vector<aiMaterial *> materials;
struct MeshCacheIndex {
const IFC::Schema_2x3::IfcRepresentationItem* item; unsigned int matindex;
MeshCacheIndex() : item(nullptr), matindex(0) { }
MeshCacheIndex(const IFC::Schema_2x3::IfcRepresentationItem* i, unsigned int mi) : item(i), matindex(mi) { }
bool operator == (const MeshCacheIndex& o) const { return item == o.item && matindex == o.matindex; }
bool operator < (const MeshCacheIndex& o) const { return item < o.item || (item == o.item && matindex < o.matindex); }
const IFC::Schema_2x3::IfcRepresentationItem *item;
unsigned int matindex;
MeshCacheIndex() :
item(nullptr), matindex(0) {}
MeshCacheIndex(const IFC::Schema_2x3::IfcRepresentationItem *i, unsigned int mi) :
item(i), matindex(mi) {}
bool operator==(const MeshCacheIndex &o) const { return item == o.item && matindex == o.matindex; }
bool operator<(const MeshCacheIndex &o) const { return item < o.item || (item == o.item && matindex < o.matindex); }
};
typedef std::map<MeshCacheIndex, std::set<unsigned int> > MeshCache;
using MeshCache = std::map<MeshCacheIndex, std::set<unsigned int>>;
MeshCache cached_meshes;
typedef std::map<const IFC::Schema_2x3::IfcSurfaceStyle*, unsigned int> MaterialCache;
using MaterialCache = std::map<const IFC::Schema_2x3::IfcSurfaceStyle *, unsigned int>;
MaterialCache cached_materials;
const IFCImporter::Settings& settings;
const IFCImporter::Settings &settings;
// Intermediate arrays used to resolve openings in walls: only one of them
// can be given at a time. apply_openings if present if the current element
@ -220,34 +221,33 @@ struct ConversionData
// collect_openings is present only if the current element is an
// IfcOpeningElement, for which all the geometry needs to be preserved
// for later processing by a parent, which is a wall.
std::vector<TempOpening>* apply_openings;
std::vector<TempOpening>* collect_openings;
std::vector<TempOpening> *apply_openings;
std::vector<TempOpening> *collect_openings;
std::set<uint64_t> already_processed;
};
// ------------------------------------------------------------------------------------------------
// Binary predicate to compare vectors with a given, quadratic epsilon.
// ------------------------------------------------------------------------------------------------
struct FuzzyVectorCompare {
FuzzyVectorCompare(IfcFloat epsilon) : epsilon(epsilon) {}
bool operator()(const IfcVector3& a, const IfcVector3& b) {
return std::abs((a-b).SquareLength()) < epsilon;
FuzzyVectorCompare(IfcFloat epsilon) :
epsilon(epsilon) {}
bool operator()(const IfcVector3 &a, const IfcVector3 &b) {
return std::abs((a - b).SquareLength()) < epsilon;
}
const IfcFloat epsilon;
};
// ------------------------------------------------------------------------------------------------
// Ordering predicate to totally order R^2 vectors first by x and then by y
// ------------------------------------------------------------------------------------------------
struct XYSorter {
// sort first by X coordinates, then by Y coordinates
bool operator () (const IfcVector2&a, const IfcVector2& b) const {
bool operator()(const IfcVector2 &a, const IfcVector2 &b) const {
if (a.x == b.x) {
return a.y < b.y;
}
@ -255,67 +255,61 @@ struct XYSorter {
}
};
// conversion routines for common IFC entities, implemented in IFCUtil.cpp
void ConvertColor(aiColor4D& out, const Schema_2x3::IfcColourRgb& in);
void ConvertColor(aiColor4D& out, const Schema_2x3::IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base);
void ConvertCartesianPoint(IfcVector3& out, const Schema_2x3::IfcCartesianPoint& in);
void ConvertDirection(IfcVector3& out, const Schema_2x3::IfcDirection& in);
void ConvertVector(IfcVector3& out, const Schema_2x3::IfcVector& in);
void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z);
void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement3D& in);
void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement2D& in);
void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IFC::Schema_2x3::IfcAxis1Placement& in);
void ConvertAxisPlacement(IfcMatrix4& out, const Schema_2x3::IfcAxis2Placement& in, ConversionData& conv);
void ConvertTransformOperator(IfcMatrix4& out, const Schema_2x3::IfcCartesianTransformationOperator& op);
bool IsTrue(const Assimp::STEP::EXPRESS::BOOLEAN& in);
IfcFloat ConvertSIPrefix(const std::string& prefix);
void ConvertColor(aiColor4D &out, const Schema_2x3::IfcColourRgb &in);
void ConvertColor(aiColor4D &out, const Schema_2x3::IfcColourOrFactor &in, ConversionData &conv, const aiColor4D *base);
void ConvertCartesianPoint(IfcVector3 &out, const Schema_2x3::IfcCartesianPoint &in);
void ConvertDirection(IfcVector3 &out, const Schema_2x3::IfcDirection &in);
void ConvertVector(IfcVector3 &out, const Schema_2x3::IfcVector &in);
void AssignMatrixAxes(IfcMatrix4 &out, const IfcVector3 &x, const IfcVector3 &y, const IfcVector3 &z);
void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement3D &in);
void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement2D &in);
void ConvertAxisPlacement(IfcVector3 &axis, IfcVector3 &pos, const IFC::Schema_2x3::IfcAxis1Placement &in);
void ConvertAxisPlacement(IfcMatrix4 &out, const Schema_2x3::IfcAxis2Placement &in, ConversionData &conv);
void ConvertTransformOperator(IfcMatrix4 &out, const Schema_2x3::IfcCartesianTransformationOperator &op);
bool IsTrue(const Assimp::STEP::EXPRESS::BOOLEAN &in);
IfcFloat ConvertSIPrefix(const std::string &prefix);
// IFCProfile.cpp
bool ProcessProfile(const Schema_2x3::IfcProfileDef& prof, TempMesh& meshout, ConversionData& conv);
bool ProcessCurve(const Schema_2x3::IfcCurve& curve, TempMesh& meshout, ConversionData& conv);
bool ProcessProfile(const Schema_2x3::IfcProfileDef &prof, TempMesh &meshout, ConversionData &conv);
bool ProcessCurve(const Schema_2x3::IfcCurve &curve, TempMesh &meshout, ConversionData &conv);
// IFCMaterial.cpp
unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat);
unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData &conv, bool forceDefaultMat);
// IFCGeometry.cpp
IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh, bool& ok, IfcVector3& norOut);
bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem& item, unsigned int matid, std::set<unsigned int>& mesh_indices, ConversionData& conv);
void AssignAddedMeshes(std::set<unsigned int>& mesh_indices,aiNode* nd,ConversionData& /*conv*/);
IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh &curmesh, bool &ok, IfcVector3 &norOut);
bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem &item, unsigned int matid, std::set<unsigned int> &mesh_indices, ConversionData &conv);
void AssignAddedMeshes(std::set<unsigned int> &mesh_indices, aiNode *nd, ConversionData & /*conv*/);
void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid& swept, TempMesh& meshout,
ConversionData& conv);
void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid &swept, TempMesh &meshout,
ConversionData &conv);
void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid& solid, TempMesh& result,
ConversionData& conv, bool collect_openings);
void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid &solid, TempMesh &result,
ConversionData &conv, bool collect_openings);
// IFCBoolean.cpp
void ProcessBoolean(const Schema_2x3::IfcBooleanResult& boolean, TempMesh& result, ConversionData& conv);
void ProcessBooleanHalfSpaceDifference(const Schema_2x3::IfcHalfSpaceSolid* hs, TempMesh& result,
const TempMesh& first_operand,
ConversionData& conv);
void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPolygonalBoundedHalfSpace* hs, TempMesh& result,
const TempMesh& first_operand,
ConversionData& conv);
void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid* as, TempMesh& result,
const TempMesh& first_operand,
ConversionData& conv);
void ProcessBoolean(const Schema_2x3::IfcBooleanResult &boolean, TempMesh &result, ConversionData &conv);
void ProcessBooleanHalfSpaceDifference(const Schema_2x3::IfcHalfSpaceSolid *hs, TempMesh &result,
const TempMesh &first_operand,
ConversionData &conv);
void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPolygonalBoundedHalfSpace *hs, TempMesh &result,
const TempMesh &first_operand,
ConversionData &conv);
void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid *as, TempMesh &result,
const TempMesh &first_operand,
ConversionData &conv);
// IFCOpenings.cpp
bool GenerateOpenings(std::vector<TempOpening>& openings,
const std::vector<IfcVector3>& nors,
TempMesh& curmesh,
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 &paramOut) 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

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@ -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

View File

@ -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;
}

View File

@ -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

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@ -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

View File

@ -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

View File

@ -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);

View File

@ -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());

View File

@ -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

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@ -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

View File

@ -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);
}

View File

@ -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);
}