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- /*
- ---------------------------------------------------------------------------
- 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,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file TriangulateProcess.cpp
- * @brief Implementation of the post processing step to split up
- * all faces with more than three indices into triangles.
- *
- *
- * 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.
- */
- #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>
- namespace Assimp {
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- TriangulateProcess::TriangulateProcess() {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- TriangulateProcess::~TriangulateProcess() {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool TriangulateProcess::IsActive(unsigned int pFlags) const {
- return (pFlags & aiProcess_Triangulate) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void TriangulateProcess::Execute(aiScene *pScene) {
- ASSIMP_LOG_DEBUG("TriangulateProcess begin");
- bool bHas = false;
- for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- if (pScene->mMeshes[a]) {
- if (TriangulateMesh(pScene->mMeshes[a])) {
- bHas = true;
- }
- }
- }
- if (bHas) {
- ASSIMP_LOG_INFO("TriangulateProcess finished. All polygons have been triangulated.");
- } else {
- ASSIMP_LOG_DEBUG("TriangulateProcess finished. There was nothing to be done.");
- }
- }
- // ------------------------------------------------------------------------------------------------
- static bool validateNumIndices(aiMesh *mesh) {
- bool bNeed = false;
- for (unsigned int a = 0; a < mesh->mNumFaces; a++) {
- const aiFace &face = mesh->mFaces[a];
- if (face.mNumIndices != 3) {
- bNeed = true;
- break;
- }
- }
- return bNeed;
- }
- // ------------------------------------------------------------------------------------------------
- static void calulateNumOutputFaces(aiMesh *mesh, size_t &numOut, size_t &maxOut, bool &getNormals) {
- numOut = maxOut = 0;
- getNormals = true;
- for (unsigned int a = 0; a < mesh->mNumFaces; a++) {
- aiFace &face = mesh->mFaces[a];
- if (face.mNumIndices <= 4) {
- getNormals = false;
- }
- if (face.mNumIndices <= 3) {
- numOut++;
- } else {
- numOut += face.mNumIndices - 2;
- maxOut = std::max(maxOut, static_cast<size_t>(face.mNumIndices));
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- 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.
- 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 = std::acos(left * diag) + std::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++;
- nface.mNumIndices = 3;
- 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++;
- sface.mNumIndices = 3;
- sface.mIndices = new unsigned int[3];
- sface.mIndices[0] = temp[start_vertex];
- sface.mIndices[1] = temp[(start_vertex + 2) % 4];
- sface.mIndices[2] = temp[(start_vertex + 3) % 4];
- }
- // ------------------------------------------------------------------------------------------------
- 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];
- 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).
- // 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));
- }
- 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);
- }
- aiMatrix4x4 mult;
- mult.a1 = static_cast<ai_real>(1.0) / vmax.x;
- mult.b2 = static_cast<ai_real>(1.0) / vmax.y;
- mult.a4 = -vmin.x * mult.a1;
- mult.b4 = -vmin.y * mult.b2;
- mult.c4 = -zcoord;
- m = mult * m;
- 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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