Fix compilation on recent clang.
This commit is contained in:
@@ -53,6 +53,13 @@ THE SOFTWARE.
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namespace tinyobj {
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#ifdef __clang__
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#pragma clang diagnostic push
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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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#endif
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// https://en.wikipedia.org/wiki/Wavefront_.obj_file says ...
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//
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// -blendu on | off # set horizontal texture blending
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@@ -110,13 +117,43 @@ typedef double real_t;
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typedef float real_t;
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#endif
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struct vec3_t { real_t x,y,z; };
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inline vec3_t operator+(const vec3_t &l,const vec3_t &r){vec3_t 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 vec3_t operator-(const vec3_t &l,const vec3_t &r){vec3_t 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 vec3_t operator*(const vec3_t &l,real_t r){vec3_t o;o.x=l.x*r;o.y=l.y*r;o.z=l.z*r;return o;}
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inline vec3_t cross(const vec3_t &l,const vec3_t &r){vec3_t 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 vec3_t &l,const vec3_t &r){return l.x*r.x+l.y*r.y+l.z*r.z;}
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struct vec2_t { real_t x,y; };
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struct vec3_t {
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real_t x, y, z;
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};
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inline vec3_t operator+(const vec3_t &l, const vec3_t &r) {
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vec3_t o;
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o.x = l.x + r.x;
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o.y = l.y + r.y;
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o.z = l.z + r.z;
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return o;
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}
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inline vec3_t operator-(const vec3_t &l, const vec3_t &r) {
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vec3_t o;
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o.x = l.x - r.x;
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o.y = l.y - r.y;
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o.z = l.z - r.z;
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return o;
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}
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inline vec3_t operator*(const vec3_t &l, real_t r) {
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vec3_t o;
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o.x = l.x * r;
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o.y = l.y * r;
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o.z = l.z * r;
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return o;
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}
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inline vec3_t cross(const vec3_t &l, const vec3_t &r) {
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vec3_t o;
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o.x = l.y * r.z - r.y * l.z;
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o.y = l.z * r.x - r.z * l.x;
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o.z = l.x * r.y - r.x * l.y;
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return o;
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}
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inline real_t dot(const vec3_t &l, const vec3_t &r) {
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return l.x * r.x + l.y * r.y + l.z * r.z;
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}
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struct vec2_t {
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real_t x, y;
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};
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typedef enum {
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TEXTURE_TYPE_NONE, // default
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@@ -1320,7 +1357,7 @@ 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, const std::vector<vec3_t> &v ) {
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const std::string &name, bool triangulate, const std::vector<vec3_t> &v) {
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if (faceGroup.empty()) {
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return false;
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}
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@@ -1336,124 +1373,129 @@ static bool exportFaceGroupToShape(
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size_t npolys = face.size();
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if (triangulate) {
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vec3_t face_normal = {0,0,0};
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vec3_t 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 vec3_t &v0 = v[vi0];
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const vec3_t &v1 = v[vi1];
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const vec3_t &v2 = v[vi2];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t n = cross( e0, e1 );
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face_normal = face_normal + n;
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}
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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 vec3_t &v0 = v[size_t(vi0)];
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const vec3_t &v1 = v[size_t(vi1)];
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const vec3_t &v2 = v[size_t(vi2)];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t 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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// face_normal is currently area of face
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{
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real_t l = std::sqrt(dot(face_normal, face_normal));
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face_normal = face_normal * (static_cast<real_t>(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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int maxRounds =
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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 vec3_t &v0 = v[vi0];
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const vec3_t &v1 = v[vi1];
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const vec3_t &v2 = v[vi2];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t 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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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 vec3_t &v0 = v[size_t(vi0)];
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const vec3_t &v1 = v[size_t(vi1)];
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const vec3_t &v2 = v[size_t(vi2)];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t n = cross(e0, e1);
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bool internal = dot(n, face_normal) < 0.0f;
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if (internal) {
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guess_vert += 1;
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continue;
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}
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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 vec3_t &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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// 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 vec3_t &ov = v[size_t(ovi)];
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if (dot(face_normal, cross(e0, ov - v0)) < 0) continue;
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if (dot(face_normal, cross(e1, ov - v1)) < 0) continue;
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if (dot(face_normal, cross(v0 - v2, ov - v2)) < 0) 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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if (overlap) {
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guess_vert += 1;
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continue;
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}
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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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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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// 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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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.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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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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// 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] =
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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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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.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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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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@@ -2116,9 +2158,6 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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parseVertexWithColor(&vtx.x, &vtx.y, &vtx.z, &r, &g, &b, &token);
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v.push_back(vtx);
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real_t color;
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vc.push_back(r);
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vc.push_back(g);
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vc.push_back(b);
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@@ -2717,6 +2756,11 @@ bool LoadObjWithCallback(std::istream &inStream, const callback_t &callback,
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return true;
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}
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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} // namespace tinyobj
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#endif
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