- Ifc: replace old algorithm to merge nested polygons with a version that reduces the problem to an instance of the quadrulate algorithm. This great reduces artifacts in walls.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1312 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/6/merge
parent
0696d97399
commit
a3d5b2e0d7
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@ -66,6 +66,12 @@ namespace Assimp {
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#define from_int64(p) (static_cast<IfcFloat>((p)) / max_ulong64)
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#define one_vec (IfcVector2(static_cast<IfcFloat>(1.0),static_cast<IfcFloat>(1.0)))
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bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,
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const std::vector<IfcVector3>& nors,
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TempMesh& curmesh);
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// ------------------------------------------------------------------------------------------------
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bool ProcessPolyloop(const IfcPolyLoop& loop, TempMesh& meshout, ConversionData& /*conv*/)
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{
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@ -173,250 +179,105 @@ void FixupFaceOrientation(TempMesh& result)
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}
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// ------------------------------------------------------------------------------------------------
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void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const TempMesh& boundary, std::vector<IfcVector3>& normals, const IfcVector3& nor_boundary)
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void ProcessPolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t master_bounds = (size_t)-1)
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{
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ai_assert(in.vertcnt.size() >= 1);
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ai_assert(boundary.vertcnt.size() == 1);
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std::vector<unsigned int>::const_iterator end = in.vertcnt.end(), begin=in.vertcnt.begin(), iit, best_iit;
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TempMesh out;
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// iterate through all other bounds and find the one for which the shortest connection
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// to the outer boundary is actually the shortest possible.
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size_t vidx = 0, best_vidx_start = 0;
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size_t best_ofs, best_outer = boundary.verts.size();
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IfcFloat best_dist = 1e10;
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for(std::vector<unsigned int>::const_iterator iit = begin; iit != end; vidx += *iit++) {
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for(size_t vofs = 0; vofs < *iit; ++vofs) {
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const IfcVector3& v = in.verts[vidx+vofs];
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for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
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const IfcVector3& o = boundary.verts[outer];
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const IfcFloat d = (o-v).SquareLength();
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if (d < best_dist) {
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best_dist = d;
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best_ofs = vofs;
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best_outer = outer;
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best_iit = iit;
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best_vidx_start = vidx;
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}
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}
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}
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// handle all trivial cases
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if(inmesh.vertcnt.empty()) {
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return;
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}
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ai_assert(best_outer != boundary.verts.size());
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// now that we collected all vertex connections to be added, build the output polygon
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const size_t cnt = boundary.verts.size() + *best_iit+2;
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out.verts.reserve(cnt);
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for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
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const IfcVector3& o = boundary.verts[outer];
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out.verts.push_back(o);
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if (outer == best_outer) {
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for(size_t i = best_ofs; i < *best_iit; ++i) {
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out.verts.push_back(in.verts[best_vidx_start + i]);
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}
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// we need the first vertex of the inner polygon twice as we return to the
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// outer loop through the very same connection through which we got there.
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for(size_t i = 0; i <= best_ofs; ++i) {
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out.verts.push_back(in.verts[best_vidx_start + i]);
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}
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// reverse face winding if the normal of the sub-polygon points in the
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// same direction as the normal of the outer polygonal boundary
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if (normals[std::distance(begin,best_iit)] * nor_boundary > 0) {
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std::reverse(out.verts.rbegin(),out.verts.rbegin()+*best_iit+1);
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}
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// also append a copy of the initial insertion point to be able to continue the outer polygon
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out.verts.push_back(o);
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}
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}
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out.vertcnt.push_back(cnt);
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ai_assert(out.verts.size() == cnt);
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if (in.vertcnt.size()-std::count(begin,end,0) > 1) {
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// Recursively apply the same algorithm if there are more boundaries to merge. The
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// current implementation is relatively inefficient, though.
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TempMesh temp;
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// drop the boundary that we just processed
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const size_t dist = std::distance(begin, best_iit);
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TempMesh remaining = in;
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remaining.vertcnt.erase(remaining.vertcnt.begin() + dist);
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remaining.verts.erase(remaining.verts.begin()+best_vidx_start,remaining.verts.begin()+best_vidx_start+*best_iit);
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normals.erase(normals.begin() + dist);
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RecursiveMergeBoundaries(temp,remaining,out,normals,nor_boundary);
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final_result.Append(temp);
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}
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else final_result.Append(out);
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}
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// ------------------------------------------------------------------------------------------------
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void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t master_bounds = -1)
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{
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// standard case - only one boundary, just copy it to the result vector
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if (inmesh.vertcnt.size() <= 1) {
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if(inmesh.vertcnt.size() == 1) {
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result.Append(inmesh);
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return;
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}
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result.vertcnt.reserve(inmesh.vertcnt.size()+result.vertcnt.size());
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ai_assert(std::count(inmesh.vertcnt.begin(), inmesh.vertcnt.end(), 0) == 0);
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// XXX get rid of the extra copy if possible
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TempMesh meshout = inmesh;
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typedef std::vector<unsigned int>::const_iterator face_iter;
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// handle polygons with holes. Our built in triangulation won't handle them as is, but
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// the ear cutting algorithm is solid enough to deal with them if we join the inner
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// holes with the outer boundaries by dummy connections.
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IFCImporter::LogDebug("fixing polygon with holes for triangulation via ear-cutting");
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std::vector<unsigned int>::iterator outer_polygon = meshout.vertcnt.end(), begin=meshout.vertcnt.begin(), end=outer_polygon, iit;
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face_iter begin = inmesh.vertcnt.begin(), end = inmesh.vertcnt.end(), iit;
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std::vector<unsigned int>::const_iterator outer_polygon_it = end;
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// each hole results in two extra vertices
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result.verts.reserve(meshout.verts.size()+meshout.vertcnt.size()*2+result.verts.size());
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size_t outer_polygon_start = 0;
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// major task here: given a list of nested polygon boundaries (one of which
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// is the outer contour), reduce the triangulation task arising here to
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// one that can be solved using the "quadrulation" algorithm which we use
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// for pouring windows out of walls. The algorithm does not handle all
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// cases but at least it is numerically stable and gives "nice" triangles.
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// first compute newell normals for all polygons
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// do not normalize 'normals', we need the original length for computing the polygon area
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std::vector<IfcVector3> normals;
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ComputePolygonNormals(meshout,normals,false);
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ComputePolygonNormals(inmesh,normals,false);
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// see if one of the polygons is a IfcFaceOuterBound (in which case `master_bounds` is its index).
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// sadly we can't rely on it, the docs say 'At most one of the bounds shall be of the type IfcFaceOuterBound'
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// One of the polygons might be a IfcFaceOuterBound (in which case `master_bounds`
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// is its index). Sadly we can't rely on it, the docs say 'At most one of the bounds
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// shall be of the type IfcFaceOuterBound'
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IfcFloat area_outer_polygon = 1e-10f;
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if (master_bounds != (size_t)-1) {
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outer_polygon = begin + master_bounds;
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outer_polygon_start = std::accumulate(begin,outer_polygon,0);
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area_outer_polygon = normals[master_bounds].SquareLength();
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ai_assert(master_bounds < inmesh.vertcnt.size());
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outer_polygon_it = begin + master_bounds;
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}
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else {
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size_t vidx = 0;
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for(iit = begin; iit != meshout.vertcnt.end(); vidx += *iit++) {
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// find the polygon with the largest area, it must be the outer bound.
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for(iit = begin; iit != end; iit++) {
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// find the polygon with the largest area and take it as the outer bound.
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IfcVector3& n = normals[std::distance(begin,iit)];
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const IfcFloat area = n.SquareLength();
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if (area > area_outer_polygon) {
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area_outer_polygon = area;
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outer_polygon = iit;
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outer_polygon_start = vidx;
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outer_polygon_it = iit;
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}
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}
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}
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ai_assert(outer_polygon != meshout.vertcnt.end());
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std::vector<IfcVector3>& in = meshout.verts;
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ai_assert(outer_polygon_it != end);
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// skip over extremely small boundaries - this is a workaround to fix cases
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// in which the number of holes is so extremely large that the
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// triangulation code fails.
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#define IFC_VERTICAL_HOLE_SIZE_THRESHOLD 0.000001f
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size_t vidx = 0, removed = 0, index = 0;
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const IfcFloat threshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_THRESHOLD;
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for(iit = begin; iit != end ;++index) {
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const IfcFloat sqlen = normals[index].SquareLength();
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if (sqlen < threshold) {
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std::vector<IfcVector3>::iterator inbase = in.begin()+vidx;
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in.erase(inbase,inbase+*iit);
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outer_polygon_start -= outer_polygon_start>vidx ? *iit : 0;
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*iit++ = 0;
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++removed;
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const size_t outer_polygon_size = *outer_polygon_it;
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const IfcVector3& master_normal = normals[std::distance(begin, outer_polygon_it)];
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IFCImporter::LogDebug("skip small hole below threshold");
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}
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else {
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normals[index] /= sqrt(sqlen);
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vidx += *iit++;
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}
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}
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// generate fake openings to meet the interface for the quadrulate
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// algorithm. It boils down to generating small boxes given the
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// inner polygon and the surface normal of the outer contour.
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// It is important that we use the outer contour's normal because
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// this is the plane onto which the quadrulate algorithm will
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// project the entire mesh.
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std::vector<TempOpening> fake_openings;
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fake_openings.reserve(inmesh.vertcnt.size()-1);
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// see if one or more of the hole has a face that lies directly on an outer bound.
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// this happens for doors, for example.
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vidx = 0;
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for(iit = begin; ; vidx += *iit++) {
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next_loop:
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if (iit == end) {
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break;
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}
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if (iit == outer_polygon) {
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std::vector<IfcVector3>::const_iterator vit = inmesh.verts.begin(), outer_vit;
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for(iit = begin; iit != end; vit += *iit++) {
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if (iit == outer_polygon_it) {
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outer_vit = vit;
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continue;
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}
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for(size_t vofs = 0; vofs < *iit; ++vofs) {
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if (!*iit) {
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continue;
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}
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const size_t next = (vofs+1)%*iit;
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const IfcVector3& v = in[vidx+vofs], &vnext = in[vidx+next],&vd = (vnext-v).Normalize();
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fake_openings.push_back(TempOpening());
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TempOpening& opening = fake_openings.back();
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for(size_t outer = 0; outer < *outer_polygon; ++outer) {
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const IfcVector3& o = in[outer_polygon_start+outer], &onext = in[outer_polygon_start+(outer+1)%*outer_polygon], &od = (onext-o).Normalize();
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opening.extrusionDir = master_normal;
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opening.solid = NULL;
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if (fabs(vd * od) > 1.f-1e-6f && (onext-v).Normalize() * vd > 1.f-1e-6f && (onext-v)*(o-v) < 0) {
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IFCImporter::LogDebug("got an inner hole that lies partly on the outer polygonal boundary, merging them to a single contour");
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opening.profileMesh = boost::make_shared<TempMesh>();
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opening.profileMesh->verts.reserve(*iit);
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opening.profileMesh->vertcnt.push_back(*iit);
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// in between outer and outer+1 insert all vertices of this loop, then drop the original altogether.
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std::vector<IfcVector3> tmp(*iit);
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const size_t start = (v-o).SquareLength() > (vnext-o).SquareLength() ? vofs : next;
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std::vector<IfcVector3>::iterator inbase = in.begin()+vidx, it = std::copy(inbase+start, inbase+*iit,tmp.begin());
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std::copy(inbase, inbase+start,it);
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std::reverse(tmp.begin(),tmp.end());
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in.insert(in.begin()+outer_polygon_start+(outer+1)%*outer_polygon,tmp.begin(),tmp.end());
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vidx += outer_polygon_start<vidx ? *iit : 0;
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inbase = in.begin()+vidx;
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in.erase(inbase,inbase+*iit);
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outer_polygon_start -= outer_polygon_start>vidx ? *iit : 0;
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*outer_polygon += tmp.size();
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*iit++ = 0;
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++removed;
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goto next_loop;
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}
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}
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}
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std::copy(vit, vit + *iit, std::back_inserter(opening.profileMesh->verts));
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}
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if ( meshout.vertcnt.size() - removed <= 1) {
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result.Append(meshout);
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return;
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}
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// fill a mesh with ONLY the main polygon
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TempMesh temp;
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temp.verts.reserve(outer_polygon_size);
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temp.vertcnt.push_back(outer_polygon_size);
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std::copy(outer_vit, outer_vit+outer_polygon_size,
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std::back_inserter(temp.verts));
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// extract the outer boundary and move it to a separate mesh
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TempMesh boundary;
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boundary.vertcnt.resize(1,*outer_polygon);
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boundary.verts.resize(*outer_polygon);
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std::vector<IfcVector3>::iterator b = in.begin()+outer_polygon_start;
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std::copy(b,b+*outer_polygon,boundary.verts.begin());
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in.erase(b,b+*outer_polygon);
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std::vector<IfcVector3>::iterator norit = normals.begin()+std::distance(meshout.vertcnt.begin(),outer_polygon);
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const IfcVector3 nor_boundary = *norit;
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normals.erase(norit);
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meshout.vertcnt.erase(outer_polygon);
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// keep merging the closest inner boundary with the outer boundary until no more boundaries are left
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RecursiveMergeBoundaries(result,meshout,boundary,normals,nor_boundary);
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TryAddOpenings_Quadrulate(fake_openings, normals, temp);
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result.Append(temp);
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}
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// ------------------------------------------------------------------------------------------------
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void ProcessConnectedFaceSet(const IfcConnectedFaceSet& fset, TempMesh& result, ConversionData& conv)
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{
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BOOST_FOREACH(const IfcFace& face, fset.CfsFaces) {
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// size_t ob = -1, cnt = 0;
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TempMesh meshout;
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BOOST_FOREACH(const IfcFaceBound& bound, face.Bounds) {
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@ -446,12 +307,10 @@ void ProcessConnectedFaceSet(const IfcConnectedFaceSet& fset, TempMesh& result,
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}*/
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}
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MergePolygonBoundaries(result,meshout);
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ProcessPolygonBoundaries(result, meshout);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& result, ConversionData& conv)
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{
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@ -1430,7 +1289,7 @@ void CleanupOuterContour(const std::vector<IfcVector2>& contour_flat, TempMesh&
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}
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}
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// undo the projection, generate output quads
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// swap data arrays
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std::swap(vold,curmesh.verts);
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std::swap(iold,curmesh.vertcnt);
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}
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@ -1550,8 +1409,8 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,
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for (std::vector<BoundingBox>::iterator it = bbs.begin(); it != bbs.end();) {
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const BoundingBox& ibb = *it;
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if (ibb.first.x < bb.second.x && ibb.second.x > bb.first.x &&
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ibb.first.y < bb.second.y && ibb.second.y > bb.second.x) {
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if (ibb.first.x <= bb.second.x && ibb.second.x >= bb.first.x &&
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ibb.first.y <= bb.second.y && ibb.second.y >= bb.second.x) {
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// take these two contours and try to merge them. If they overlap (which
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// should not happen, but in fact happens-in-the-real-world [tm] ),
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@ -1669,6 +1528,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
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IfcVector3 min = in[0];
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dir *= IfcMatrix3(trafo);
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std::vector<IfcVector3> nors;
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const bool openings = !!conv.apply_openings && conv.apply_openings->size();
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@ -80,6 +80,14 @@ struct TempOpening
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IfcVector3 extrusionDir;
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boost::shared_ptr<TempMesh> 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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{
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}
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// ------------------------------------------------------------------------------
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TempOpening(const IFC::IfcExtrudedAreaSolid* solid,IfcVector3 extrusionDir,boost::shared_ptr<TempMesh> profileMesh)
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: solid(solid)
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