Fixing encoding when lines and points are encountered
parent
fc0cf2ea8d
commit
fc2c12ad6a
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@ -82,8 +82,7 @@ namespace {
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* @brief Helper struct used to simplify NGON encoding functions.
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*/
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struct NGONEncoder {
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NGONEncoder(const aiFace * outTriArray, size_t outTriArraySize)
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: mOutTriArrayBeg(outTriArray), mOutTriArrayEnd(outTriArray + outTriArraySize) {}
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NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {}
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/**
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* @brief Encode the current triangle, and make sure it is recognized as a triangle.
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@ -92,10 +91,9 @@ namespace {
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* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
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* and make sure it is seen as a triangle.
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*
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* @param tri Current triangle, must be in bounds of the outTriArray (= be a cell within the array).
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* @param tri Triangle to encode.
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*/
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void ngonEncodeTriangle(aiFace * tri) const {
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ai_assert(tri >= mOutTriArrayBeg && tri < mOutTriArrayEnd);
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void ngonEncodeTriangle(aiFace * tri) {
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ai_assert(tri->mNumIndices == 3);
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// Rotate indices in new triangle to avoid ngon encoding false ngons
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@ -104,6 +102,40 @@ namespace {
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std::swap(tri->mIndices[0], tri->mIndices[2]);
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std::swap(tri->mIndices[1], tri->mIndices[2]);
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}
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mLastNGONFirstIndex = tri->mIndices[0];
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}
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/**
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* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
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*
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* @param tri1 First quad triangle
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* @param tri2 Second quad triangle
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*
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* @pre Triangles must be properly fanned from the most appropriate vertex.
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*/
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void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
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ai_assert(tri1->mNumIndices == 3);
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ai_assert(tri2->mNumIndices == 3);
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ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
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// If the selected fanning vertex is the same as the previously
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// emitted ngon, we use the opposite vertex which also happens to work
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// for tri-fanning a concave quad.
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// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
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if (isConsideredSameAsLastNgon(tri1)) {
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// Right-rotate indices for tri1 (index 2 becomes the new fanning vertex)
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std::swap(tri1->mIndices[0], tri1->mIndices[2]);
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std::swap(tri1->mIndices[1], tri1->mIndices[2]);
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// Left-rotate indices for tri2 (index 2 becomes the new fanning vertex)
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std::swap(tri2->mIndices[1], tri2->mIndices[2]);
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std::swap(tri2->mIndices[0], tri2->mIndices[2]);
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ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
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}
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mLastNGONFirstIndex = tri1->mIndices[0];
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}
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/**
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@ -114,26 +146,12 @@ namespace {
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* @return false If used as is, this triangle is not considered part of the last ngon.
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*/
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bool isConsideredSameAsLastNgon(const aiFace * tri) const {
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ai_assert(tri >= mOutTriArrayBeg && tri < mOutTriArrayEnd);
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ai_assert(tri->mNumIndices == 3);
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// First triangle to be emitted, so no problem here
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if (tri == mOutTriArrayBeg) return false;
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const aiFace * prevTri = tri - 1;
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return tri->mIndices[0] == prevTri->mIndices[0];
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return tri->mIndices[0] == mLastNGONFirstIndex;
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}
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private:
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/**
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* @brief Begining of triangulation process out triangles array
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*/
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const aiFace * mOutTriArrayBeg;
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/**
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* @brief End of triangulation process out triangles array (out of bounds, a la C++ iterators).
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*/
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const aiFace * mOutTriArrayEnd;
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unsigned int mLastNGONFirstIndex;
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};
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}
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@ -245,7 +263,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
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std::vector<aiVector2D> temp_verts(max_out+2);
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const NGONEncoder ngonEncoder(out, numOut);
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NGONEncoder ngonEncoder;
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// Apply vertex colors to represent the face winding?
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#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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@ -290,7 +308,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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nface.mIndices = face.mIndices;
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face.mIndices = nullptr;
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// points and lines don't require ngon encoding (and are not supported either!)
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if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface);
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continue;
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}
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// optimized code for quadrilaterals
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@ -333,20 +353,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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nface.mIndices[1] = temp[(start_vertex + 1) % 4];
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nface.mIndices[2] = temp[(start_vertex + 2) % 4];
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// Due to NGON encoding, if the selected fanning vertex is the same as the previously
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// emitted ngon, we use the opposite vertex which also happens to work
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// for tri-fanning a concave quad.
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// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
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//
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// @warning No need to call ngonEncoder.ngonEncodeTriangle() here. We want these 2 faces to be seen as
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// a single quad, not 2 separate triangles. This is the whole purpose!
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if (ngonEncoder.isConsideredSameAsLastNgon(&nface)) {
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start_vertex = (start_vertex+2) % 4;
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nface.mIndices[0] = temp[start_vertex];
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nface.mIndices[1] = temp[(start_vertex + 1) % 4];
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nface.mIndices[2] = temp[(start_vertex + 2) % 4];
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}
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aiFace& sface = *curOut++;
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sface.mNumIndices = 3;
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sface.mIndices = new unsigned int[3];
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@ -357,6 +363,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// prevent double deletion of the indices field
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face.mIndices = nullptr;
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ngonEncoder.ngonEncodeQuad(&nface, &sface);
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continue;
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}
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else
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