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@@ -76,6 +76,69 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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using namespace Assimp;
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+namespace {
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+
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+ /**
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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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+
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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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+ *
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+ * This method will rotate indices in tri if needed in order to avoid tri to be considered
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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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+ */
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+ void ngonEncodeTriangle(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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+
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+ // Rotate indices in new triangle to avoid ngon encoding false ngons
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+ // Otherwise, the new triangle would be considered part of the previous NGON.
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+ if (isConsideredSameAsLastNgon(tri)) {
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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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+ }
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+
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+ /**
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+ * @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
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+ *
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+ * @param tri Current triangle.
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+ * @return true If used as is, this triangle will be part of last ngon.
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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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+
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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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+
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+ const aiFace * prevTri = tri - 1;
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+ return tri->mIndices[0] == prevTri->mIndices[0];
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+ }
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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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+ /**
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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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+ };
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+
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+}
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+
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+
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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// Constructor to be privately used by Importer
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TriangulateProcess::TriangulateProcess()
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TriangulateProcess::TriangulateProcess()
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@@ -175,10 +238,15 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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+ // The mesh becomes NGON encoded now, during the triangulation process.
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+ pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
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+
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aiFace* out = new aiFace[numOut](), *curOut = out;
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aiFace* out = new aiFace[numOut](), *curOut = out;
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std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
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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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std::vector<aiVector2D> temp_verts(max_out+2);
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+ const NGONEncoder ngonEncoder(out, numOut);
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+
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// Apply vertex colors to represent the face winding?
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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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#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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if (!pMesh->mColors[0])
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if (!pMesh->mColors[0])
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@@ -195,13 +263,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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const aiVector3D* verts = pMesh->mVertices;
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const aiVector3D* verts = pMesh->mVertices;
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- // NGON encoding note: making sure that triangles are not recognized as false ngons.
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- // To do so, we make sure the first indice of the new emitted triangle is not the same as previous one.
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- unsigned int prev_first_indice = (unsigned int)-1;
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-
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- // The mesh becomes NGON encoded now, during the triangulation process.
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- pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
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-
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// use std::unique_ptr to avoid slow std::vector<bool> specialiations
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// use std::unique_ptr to avoid slow std::vector<bool> specialiations
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std::unique_ptr<bool[]> done(new bool[max_out]);
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std::unique_ptr<bool[]> done(new bool[max_out]);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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@@ -228,6 +289,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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nface.mNumIndices = face.mNumIndices;
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = face.mIndices;
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nface.mIndices = face.mIndices;
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face.mIndices = nullptr;
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face.mIndices = nullptr;
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+ ngonEncoder.ngonEncodeTriangle(&nface);
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continue;
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continue;
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}
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}
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// optimized code for quadrilaterals
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// optimized code for quadrilaterals
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@@ -236,12 +298,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// quads can have at maximum one concave vertex. Determine
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// quads can have at maximum one concave vertex. Determine
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// this vertex (if it exists) and start tri-fanning from
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// this vertex (if it exists) and start tri-fanning from
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// it.
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// it.
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- //
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- // Due to NGON encoding, if this concave vertex is the same as the previously
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- // emitted triangle, 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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unsigned int start_vertex = 0;
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unsigned int start_vertex = 0;
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for (unsigned int i = 0; i < 4; ++i) {
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for (unsigned int i = 0; i < 4; ++i) {
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const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
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const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
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@@ -266,11 +322,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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}
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}
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}
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- // ngon encoding: if vertex is same as last triangle first index,
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- // then we chose the opposite vertex (works for both concave & convex quad).
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- if (face.mIndices[start_vertex] == prev_first_indice)
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- start_vertex = (start_vertex+2) % 4;
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-
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const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
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const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
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aiFace& nface = *curOut++;
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aiFace& nface = *curOut++;
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@@ -281,6 +332,20 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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nface.mIndices[1] = temp[(start_vertex + 1) % 4];
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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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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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+
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aiFace& sface = *curOut++;
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aiFace& sface = *curOut++;
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sface.mNumIndices = 3;
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sface.mNumIndices = 3;
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sface.mIndices = new unsigned int[3];
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sface.mIndices = new unsigned int[3];
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@@ -526,16 +591,10 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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i[1] = idx[i[1]];
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i[1] = idx[i[1]];
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i[2] = idx[i[2]];
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i[2] = idx[i[2]];
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- // NGON encoding: only quads are supported.
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- // For everything else, we make sure we don't emit 'false' ngons. We thus avoid having
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- // 2 consecutive triangles with their first index identical.
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- if (face.mNumIndices != 4 && i[0] == prev_first_indice) {
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- // rotate indices
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- std::swap(i[0], i[2]);
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- std::swap(i[1], i[2]);
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- }
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-
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- prev_first_indice = i[0];
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+ // IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step.
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+ // So we encode polygons as regular triangles. No way to reconstruct the original
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+ // polygon in this case.
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+ ngonEncoder.ngonEncodeTriangle(f);
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++f;
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++f;
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}
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}
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