Added ear clipping triangulation. Added a tiny vertex type to the library to facilitate the change.
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@@ -108,6 +108,14 @@ typedef double real_t;
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typedef float real_t;
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#endif
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struct V3 { real_t x,y,z; };
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inline V3 operator+(const V3 &l,const V3 &r){V3 o;o.x=l.x+r.x;o.y=l.y+r.y;o.z=l.z+r.z;return o;}
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inline V3 operator-(const V3 &l,const V3 &r){V3 o;o.x=l.x-r.x;o.y=l.y-r.y;o.z=l.z-r.z;return o;}
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inline V3 operator*(const V3 &l,real_t r){V3 o;o.x=l.x*r;o.y=l.y*r;o.z=l.z*r;return o;}
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inline V3 cross(const V3 &l,const V3 &r){V3 o;o.x=l.y*r.z-r.y*l.z;o.y=l.z*r.x-r.z*l.x;o.z=l.x*r.y-r.x*l.y;return o;}
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inline real_t dot(const V3 &l,const V3 &r){return l.x*r.x+l.y*r.y+l.z*r.z;}
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struct V2 { real_t x,y; };
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typedef enum {
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TEXTURE_TYPE_NONE, // default
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TEXTURE_TYPE_SPHERE,
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@@ -228,9 +236,9 @@ typedef struct {
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// Vertex attributes
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typedef struct {
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std::vector<real_t> vertices; // 'v'
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std::vector<real_t> normals; // 'vn'
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std::vector<real_t> texcoords; // 'vt'
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std::vector<V3> vertices; // 'v'
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std::vector<V3> normals; // 'vn'
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std::vector<V2> texcoords; // 'vt'
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std::vector<real_t> colors; // extension: vertex colors
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} attrib_t;
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@@ -974,7 +982,7 @@ static void InitMaterial(material_t *material) {
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static bool exportFaceGroupToShape(
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shape_t *shape, const std::vector<std::vector<vertex_index> > &faceGroup,
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const std::vector<tag_t> &tags, const int material_id,
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const std::string &name, bool triangulate) {
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const std::string &name, bool triangulate, const std::vector<V3> &v ) {
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if (faceGroup.empty()) {
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return false;
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}
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@@ -990,11 +998,72 @@ static bool exportFaceGroupToShape(
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size_t npolys = face.size();
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if (triangulate) {
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// Polygon -> triangle fan conversion
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for (size_t k = 2; k < npolys; k++) {
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i1 = i2;
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i2 = face[k];
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V3 face_normal = {0,0,0};
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for(size_t k = 0; k < npolys; ++k) {
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int vi0 = face[(k+0)%npolys].v_idx;
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int vi1 = face[(k+1)%npolys].v_idx;
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int vi2 = face[(k+2)%npolys].v_idx;
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const V3 &v0 = v[vi0];
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const V3 &v1 = v[vi1];
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const V3 &v2 = v[vi2];
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const V3 e0 = v1 - v0;
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const V3 e1 = v2 - v1;
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const V3 n = cross( e0, e1 );
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face_normal = face_normal + n;
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}
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// face_normal is currently area of face
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{
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real_t l = sqrt(dot( face_normal, face_normal ));
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face_normal = face_normal * (1.0/l);
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}
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int maxRounds = 10; // arbitrary max loop count to protect against unexpected errors
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std::vector<vertex_index> remainingFace = face;
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size_t guess_vert = 0;
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while( remainingFace.size() > 3 && maxRounds > 0 ) {
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npolys = remainingFace.size();
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if( guess_vert >= npolys ) {
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maxRounds -= 1;
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guess_vert -= npolys;
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}
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i0 = remainingFace[(guess_vert+0)%npolys];
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i1 = remainingFace[(guess_vert+1)%npolys];
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i2 = remainingFace[(guess_vert+2)%npolys];
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int vi0 = i0.v_idx;
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int vi1 = i1.v_idx;
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int vi2 = i2.v_idx;
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const V3 &v0 = v[vi0];
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const V3 &v1 = v[vi1];
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const V3 &v2 = v[vi2];
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const V3 e0 = v1 - v0;
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const V3 e1 = v2 - v1;
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const V3 n = cross( e0, e1 );
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bool internal = dot( n, face_normal ) < 0.0f;
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if( internal ) { guess_vert += 1; continue; }
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// check all other verts in case they are inside this triangle
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bool overlap = false;
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for( size_t otherVert = 3; otherVert < npolys; ++otherVert ) {
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int ovi = remainingFace[(guess_vert+otherVert)%npolys].v_idx;
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const V3 &ov = v[ovi];
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if( dot( face_normal, cross( e0, ov-v0 ) ) < 0 )
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continue;
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if( dot( face_normal, cross( e1, ov-v1 ) ) < 0 )
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continue;
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if( dot( face_normal, cross( v0-v2, ov-v2 ) ) < 0 )
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continue;
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// vert inside triangle
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overlap = true;
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break;
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}
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if( overlap ) { guess_vert += 1; continue; }
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// this triangle is an ear
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{
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index_t idx0, idx1, idx2;
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idx0.vertex_index = i0.v_idx;
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idx0.normal_index = i0.vn_idx;
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@@ -1013,6 +1082,40 @@ static bool exportFaceGroupToShape(
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shape->mesh.num_face_vertices.push_back(3);
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shape->mesh.material_ids.push_back(material_id);
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}
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// remove v1 from the list
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size_t removed_vert_index = (guess_vert+1)%npolys;
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while( removed_vert_index + 1 < npolys ) {
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remainingFace[removed_vert_index] = remainingFace[removed_vert_index+1];
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removed_vert_index += 1;
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}
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remainingFace.pop_back();
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}
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if( remainingFace.size() == 3 ) {
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i0 = remainingFace[0];
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i1 = remainingFace[1];
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i2 = remainingFace[2];
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{
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index_t idx0, idx1, idx2;
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idx0.vertex_index = i0.v_idx;
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idx0.normal_index = i0.vn_idx;
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idx0.texcoord_index = i0.vt_idx;
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idx1.vertex_index = i1.v_idx;
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idx1.normal_index = i1.vn_idx;
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idx1.texcoord_index = i1.vt_idx;
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idx2.vertex_index = i2.v_idx;
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idx2.normal_index = i2.vn_idx;
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idx2.texcoord_index = i2.vt_idx;
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shape->mesh.indices.push_back(idx0);
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shape->mesh.indices.push_back(idx1);
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shape->mesh.indices.push_back(idx2);
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shape->mesh.num_face_vertices.push_back(3);
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shape->mesh.material_ids.push_back(material_id);
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}
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}
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} else {
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for (size_t k = 0; k < npolys; k++) {
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index_t idx;
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@@ -1528,9 +1631,9 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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bool triangulate) {
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std::stringstream errss;
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std::vector<real_t> v;
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std::vector<real_t> vn;
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std::vector<real_t> vt;
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std::vector<V3> v;
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std::vector<V3> vn;
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std::vector<V2> vt;
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std::vector<real_t> vc;
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std::vector<tag_t> tags;
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std::vector<std::vector<vertex_index> > faceGroup;
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@@ -1573,12 +1676,10 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// vertex
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if (token[0] == 'v' && IS_SPACE((token[1]))) {
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token += 2;
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real_t x, y, z;
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V3 v3;
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real_t r, g, b;
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parseVertexWithColor(&x, &y, &z, &r, &g, &b, &token);
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v.push_back(x);
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v.push_back(y);
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v.push_back(z);
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parseVertexWithColor(&v3.x, &v3.y, &v3.z, &r, &g, &b, &token);
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v.push_back(v3);
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vc.push_back(r);
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vc.push_back(g);
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@@ -1589,21 +1690,18 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// normal
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if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) {
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token += 3;
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real_t x, y, z;
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parseReal3(&x, &y, &z, &token);
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vn.push_back(x);
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vn.push_back(y);
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vn.push_back(z);
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V3 v3;
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parseReal3(&v3.x, &v3.y, &v3.z, &token);
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vn.push_back(v3);
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continue;
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}
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// texcoord
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if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) {
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token += 3;
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real_t x, y;
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parseReal2(&x, &y, &token);
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vt.push_back(x);
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vt.push_back(y);
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V2 v2;
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parseReal2(&v2.x, &v2.y, &token);
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vt.push_back(v2);
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continue;
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}
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@@ -1617,9 +1715,9 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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while (!IS_NEW_LINE(token[0])) {
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vertex_index vi;
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if (!parseTriple(&token, static_cast<int>(v.size() / 3),
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static_cast<int>(vn.size() / 3),
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static_cast<int>(vt.size() / 2), &vi)) {
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if (!parseTriple(&token, static_cast<int>(v.size()),
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static_cast<int>(vn.size()),
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static_cast<int>(vt.size()), &vi)) {
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if (err) {
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(*err) = "Failed parse `f' line(e.g. zero value for face index).\n";
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}
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@@ -1657,7 +1755,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// this time.
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// just clear `faceGroup` after `exportFaceGroupToShape()` call.
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exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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faceGroup.clear();
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material = newMaterialId;
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}
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@@ -1712,7 +1810,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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if (token[0] == 'g' && IS_SPACE((token[1]))) {
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// flush previous face group.
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bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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(void)ret; // return value not used.
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if (shape.mesh.indices.size() > 0) {
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@@ -1749,7 +1847,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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if (token[0] == 'o' && IS_SPACE((token[1]))) {
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// flush previous face group.
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bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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if (ret) {
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shapes->push_back(shape);
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}
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@@ -1799,7 +1897,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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}
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bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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// exportFaceGroupToShape return false when `usemtl` is called in the last
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// line.
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// we also add `shape` to `shapes` when `shape.mesh` has already some
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