- triangulation: re-introduce special handling for quads, now with proper support for concave quads. This should *really* fix [3429812], but it leaves me to suspect bugs in the general-purpose triangulation code for ngons.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1341 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/13/head
aramis_acg 2012-11-29 15:25:09 +00:00
parent 477995f860
commit ddea19ead1
3 changed files with 63 additions and 7 deletions

View File

@ -188,6 +188,8 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
FILE* fout = fopen(POLY_OUTPUT_FILE,"a"); FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
#endif #endif
const aiVector3D* verts = pMesh->mVertices;
// use boost::scoped_array to avoid slow std::vector<bool> specialiations // use boost::scoped_array to avoid slow std::vector<bool> specialiations
boost::scoped_array<bool> done(new bool[max_out]); boost::scoped_array<bool> done(new bool[max_out]);
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
@ -216,24 +218,59 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
face.mIndices = NULL; face.mIndices = NULL;
continue; continue;
} /* does not handle concave quads }
// optimized code for quadrilaterals // optimized code for quadrilaterals
else if ( face.mNumIndices == 4) { else if ( face.mNumIndices == 4) {
// quads can have at maximum one concave vertex. Determine
// this vertex (if it exists) and start tri-fanning from
// it.
unsigned int start_vertex = 0;
for (unsigned int i = 0; i < 4; ++i) {
const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
const aiVector3D& v1 = verts[face.mIndices[(i+2) % 4]];
const aiVector3D& v2 = verts[face.mIndices[(i+1) % 4]];
const aiVector3D& v = verts[face.mIndices[i]];
aiVector3D left = (v0-v);
aiVector3D diag = (v1-v);
aiVector3D right = (v2-v);
left.Normalize();
diag.Normalize();
right.Normalize();
const float angle = acos(left*diag) + acos(right*diag);
if (angle > AI_MATH_PI_F) {
// this is the concave point
start_vertex = i;
break;
}
}
const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
aiFace& nface = *curOut++; aiFace& nface = *curOut++;
nface.mNumIndices = 3; nface.mNumIndices = 3;
nface.mIndices = face.mIndices; nface.mIndices = face.mIndices;
nface.mIndices[0] = temp[start_vertex];
nface.mIndices[1] = temp[(start_vertex + 1) % 4];
nface.mIndices[2] = temp[(start_vertex + 2) % 4];
aiFace& sface = *curOut++; aiFace& sface = *curOut++;
sface.mNumIndices = 3; sface.mNumIndices = 3;
sface.mIndices = new unsigned int[3]; sface.mIndices = new unsigned int[3];
sface.mIndices[0] = face.mIndices[0]; sface.mIndices[0] = temp[start_vertex];
sface.mIndices[1] = face.mIndices[2]; sface.mIndices[1] = temp[(start_vertex + 2) % 4];
sface.mIndices[2] = face.mIndices[3]; sface.mIndices[2] = temp[(start_vertex + 3) % 4];
// prevent double deletion of the indices field
face.mIndices = NULL; face.mIndices = NULL;
continue; continue;
} */ }
else else
{ {
// A polygon with more than 3 vertices can be either concave or convex. // A polygon with more than 3 vertices can be either concave or convex.
@ -246,7 +283,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// We project it onto a plane to get a 2d triangle. // We project it onto a plane to get a 2d triangle.
// Collect all vertices of of the polygon. // Collect all vertices of of the polygon.
const aiVector3D* verts = pMesh->mVertices;
for (tmp = 0; tmp < max; ++tmp) { for (tmp = 0; tmp < max; ++tmp) {
temp_verts3d[tmp] = verts[idx[tmp]]; temp_verts3d[tmp] = verts[idx[tmp]];
} }

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@ -0,0 +1,8 @@
newmtl Trim
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0.85098 0.85098 0.85098
Km 0.05

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@ -0,0 +1,12 @@
mtllib regr_3429812.mtl
v 0.0498759 0.964456 0.0949991
v 0.042335 0.96222 0.0980526
v 0.0418548 0.961535 0.096869
v 0.049267 0.963762 0.0939126
usemtl Trim
g rectangle
f 4 3 2 1
g triangle1
f 4 3 2
g triangle2
f 4 2 1