xatlas: Redo our custom changes, but properly documented

This commit is contained in:
Rémi Verschelde 2019-04-19 12:40:01 +02:00
parent 1e39fee140
commit 44f9a966e0
4 changed files with 268 additions and 3 deletions

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@ -0,0 +1,157 @@
diff --git a/thirdparty/xatlas/xatlas.cpp b/thirdparty/xatlas/xatlas.cpp
index df5ef94db..eb0824a51 100644
--- a/thirdparty/xatlas/xatlas.cpp
+++ b/thirdparty/xatlas/xatlas.cpp
@@ -1276,6 +1276,9 @@ class Vertex
{
public:
uint32_t id;
+ // -- GODOT start --
+ uint32_t original_id;
+ // -- GODOT end --
Edge *edge;
Vertex *next;
Vertex *prev;
@@ -1283,7 +1286,10 @@ public:
Vector3 nor;
Vector2 tex;
- Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
+ // -- GODOT start --
+ //Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
+ Vertex(uint32_t id) : id(id), original_id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
+ // -- GODOT end --
{
next = this;
prev = this;
@@ -1934,6 +1940,64 @@ public:
return f;
}
+ // -- GODOT start --
+ Face *addUniqueFace(uint32_t v0, uint32_t v1, uint32_t v2) {
+
+ int base_vertex = m_vertexArray.size();
+
+ uint32_t ids[3] = { v0, v1, v2 };
+
+ Vector3 base[3] = {
+ m_vertexArray[v0]->pos,
+ m_vertexArray[v1]->pos,
+ m_vertexArray[v2]->pos,
+ };
+
+ //make sure its not a degenerate
+ bool degenerate = distanceSquared(base[0], base[1]) < NV_EPSILON || distanceSquared(base[0], base[2]) < NV_EPSILON || distanceSquared(base[1], base[2]) < NV_EPSILON;
+ xaDebugAssert(!degenerate);
+
+ float min_x = 0;
+
+ for (int i = 0; i < 3; i++) {
+ if (i == 0 || m_vertexArray[v0]->pos.x < min_x) {
+ min_x = m_vertexArray[v0]->pos.x;
+ }
+ }
+
+ float max_x = 0;
+
+ for (int j = 0; j < m_vertexArray.size(); j++) {
+ if (j == 0 || m_vertexArray[j]->pos.x > max_x) { //vertex already exists
+ max_x = m_vertexArray[j]->pos.x;
+ }
+ }
+
+ //separate from everything else, in x axis
+ for (int i = 0; i < 3; i++) {
+
+ base[i].x -= min_x;
+ base[i].x += max_x + 10.0;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ Vertex *v = new Vertex(m_vertexArray.size());
+ v->pos = base[i];
+ v->nor = m_vertexArray[ids[i]]->nor,
+ v->tex = m_vertexArray[ids[i]]->tex,
+
+ v->original_id = ids[i];
+ m_vertexArray.push_back(v);
+ }
+
+ uint32_t indexArray[3];
+ indexArray[0] = base_vertex + 0;
+ indexArray[1] = base_vertex + 1;
+ indexArray[2] = base_vertex + 2;
+ return addFace(indexArray, 3, 0, 3);
+ }
+ // -- GODOT end --
+
// These functions disconnect the given element from the mesh and delete it.
// @@ We must always disconnect edge pairs simultaneously.
@@ -2915,6 +2979,14 @@ Mesh *triangulate(const Mesh *inputMesh)
Vector2 p0 = polygonPoints[i0];
Vector2 p1 = polygonPoints[i1];
Vector2 p2 = polygonPoints[i2];
+
+ // -- GODOT start --
+ bool degenerate = distance(p0, p1) < NV_EPSILON || distance(p0, p2) < NV_EPSILON || distance(p1, p2) < NV_EPSILON;
+ if (degenerate) {
+ continue;
+ }
+ // -- GODOT end --
+
float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f);
float angle = acosf(d);
float area = triangleArea(p0, p1, p2);
@@ -2938,6 +3010,11 @@ Mesh *triangulate(const Mesh *inputMesh)
}
}
}
+ // -- GODOT start --
+ if (!bestIsValid)
+ break;
+ // -- GODOT end --
+
xaDebugAssert(minAngle <= 2 * PI);
// Clip best ear:
uint32_t i0 = (bestEar + size - 1) % size;
@@ -5606,7 +5683,10 @@ public:
}
if (chartMeshIndices[vertex->id] == ~0) {
chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
- m_chartToOriginalMap.push_back(vertex->id);
+ // -- GODOT start --
+ //m_chartToOriginalMap.push_back(vertex->id);
+ m_chartToOriginalMap.push_back(vertex->original_id);
+ // -- GODOT end --
m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]);
halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
v->nor = vertex->nor;
@@ -5699,7 +5779,10 @@ public:
const halfedge::Vertex *vertex = it.current()->vertex;
if (chartMeshIndices[vertex->id] == ~0) {
chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
- m_chartToOriginalMap.push_back(vertex->id);
+ // -- GODOT start --
+ //m_chartToOriginalMap.push_back(vertex->id);
+ m_chartToOriginalMap.push_back(vertex->original_id);
+ // -- GODOT end --
halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
v->nor = vertex->nor;
v->tex = vertex->tex; // @@ Not necessary.
@@ -7573,6 +7656,14 @@ AddMeshError AddMesh(Atlas *atlas, const InputMesh &mesh, bool useColocalVertice
}
}
internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]);
+
+ // -- GODOT start --
+ if (!face && heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) {
+ //there is still hope for this, no reason to not add, at least add as separate
+ face = heMesh->addUniqueFace(tri[0], tri[1], tri[2]);
+ }
+ // -- GODOT end --
+
if (!face) {
if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge)
error.code = AddMeshErrorCode::AlreadyAddedEdge;

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@ -0,0 +1,14 @@
diff --git a/thirdparty/xatlas/xatlas.h b/thirdparty/xatlas/xatlas.h
index 7e556c6c3..dbf8ca08c 100644
--- a/thirdparty/xatlas/xatlas.h
+++ b/thirdparty/xatlas/xatlas.h
@@ -3,6 +3,9 @@
#ifndef XATLAS_H
#define XATLAS_H
#include <float.h> // FLT_MAX
+// -- GODOT start --
+#include <limits.h> // INT_MAX, UINT_MAX
+// -- GODOT end --
namespace xatlas {

View File

@ -1276,6 +1276,9 @@ class Vertex
{ {
public: public:
uint32_t id; uint32_t id;
// -- GODOT start --
uint32_t original_id;
// -- GODOT end --
Edge *edge; Edge *edge;
Vertex *next; Vertex *next;
Vertex *prev; Vertex *prev;
@ -1283,7 +1286,10 @@ public:
Vector3 nor; Vector3 nor;
Vector2 tex; Vector2 tex;
Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f) // -- GODOT start --
//Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
Vertex(uint32_t id) : id(id), original_id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
// -- GODOT end --
{ {
next = this; next = this;
prev = this; prev = this;
@ -1934,6 +1940,64 @@ public:
return f; return f;
} }
// -- GODOT start --
Face *addUniqueFace(uint32_t v0, uint32_t v1, uint32_t v2) {
int base_vertex = m_vertexArray.size();
uint32_t ids[3] = { v0, v1, v2 };
Vector3 base[3] = {
m_vertexArray[v0]->pos,
m_vertexArray[v1]->pos,
m_vertexArray[v2]->pos,
};
//make sure its not a degenerate
bool degenerate = distanceSquared(base[0], base[1]) < NV_EPSILON || distanceSquared(base[0], base[2]) < NV_EPSILON || distanceSquared(base[1], base[2]) < NV_EPSILON;
xaDebugAssert(!degenerate);
float min_x = 0;
for (int i = 0; i < 3; i++) {
if (i == 0 || m_vertexArray[v0]->pos.x < min_x) {
min_x = m_vertexArray[v0]->pos.x;
}
}
float max_x = 0;
for (int j = 0; j < m_vertexArray.size(); j++) {
if (j == 0 || m_vertexArray[j]->pos.x > max_x) { //vertex already exists
max_x = m_vertexArray[j]->pos.x;
}
}
//separate from everything else, in x axis
for (int i = 0; i < 3; i++) {
base[i].x -= min_x;
base[i].x += max_x + 10.0;
}
for (int i = 0; i < 3; i++) {
Vertex *v = new Vertex(m_vertexArray.size());
v->pos = base[i];
v->nor = m_vertexArray[ids[i]]->nor,
v->tex = m_vertexArray[ids[i]]->tex,
v->original_id = ids[i];
m_vertexArray.push_back(v);
}
uint32_t indexArray[3];
indexArray[0] = base_vertex + 0;
indexArray[1] = base_vertex + 1;
indexArray[2] = base_vertex + 2;
return addFace(indexArray, 3, 0, 3);
}
// -- GODOT end --
// These functions disconnect the given element from the mesh and delete it. // These functions disconnect the given element from the mesh and delete it.
// @@ We must always disconnect edge pairs simultaneously. // @@ We must always disconnect edge pairs simultaneously.
@ -2915,6 +2979,14 @@ Mesh *triangulate(const Mesh *inputMesh)
Vector2 p0 = polygonPoints[i0]; Vector2 p0 = polygonPoints[i0];
Vector2 p1 = polygonPoints[i1]; Vector2 p1 = polygonPoints[i1];
Vector2 p2 = polygonPoints[i2]; Vector2 p2 = polygonPoints[i2];
// -- GODOT start --
bool degenerate = distance(p0, p1) < NV_EPSILON || distance(p0, p2) < NV_EPSILON || distance(p1, p2) < NV_EPSILON;
if (degenerate) {
continue;
}
// -- GODOT end --
float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f); float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f);
float angle = acosf(d); float angle = acosf(d);
float area = triangleArea(p0, p1, p2); float area = triangleArea(p0, p1, p2);
@ -2938,6 +3010,11 @@ Mesh *triangulate(const Mesh *inputMesh)
} }
} }
} }
// -- GODOT start --
if (!bestIsValid)
break;
// -- GODOT end --
xaDebugAssert(minAngle <= 2 * PI); xaDebugAssert(minAngle <= 2 * PI);
// Clip best ear: // Clip best ear:
uint32_t i0 = (bestEar + size - 1) % size; uint32_t i0 = (bestEar + size - 1) % size;
@ -5606,7 +5683,10 @@ public:
} }
if (chartMeshIndices[vertex->id] == ~0) { if (chartMeshIndices[vertex->id] == ~0) {
chartMeshIndices[vertex->id] = m_chartMesh->vertexCount(); chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
m_chartToOriginalMap.push_back(vertex->id); // -- GODOT start --
//m_chartToOriginalMap.push_back(vertex->id);
m_chartToOriginalMap.push_back(vertex->original_id);
// -- GODOT end --
m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]); m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]);
halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos); halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
v->nor = vertex->nor; v->nor = vertex->nor;
@ -5699,7 +5779,10 @@ public:
const halfedge::Vertex *vertex = it.current()->vertex; const halfedge::Vertex *vertex = it.current()->vertex;
if (chartMeshIndices[vertex->id] == ~0) { if (chartMeshIndices[vertex->id] == ~0) {
chartMeshIndices[vertex->id] = m_chartMesh->vertexCount(); chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
m_chartToOriginalMap.push_back(vertex->id); // -- GODOT start --
//m_chartToOriginalMap.push_back(vertex->id);
m_chartToOriginalMap.push_back(vertex->original_id);
// -- GODOT end --
halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos); halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
v->nor = vertex->nor; v->nor = vertex->nor;
v->tex = vertex->tex; // @@ Not necessary. v->tex = vertex->tex; // @@ Not necessary.
@ -7573,6 +7656,14 @@ AddMeshError AddMesh(Atlas *atlas, const InputMesh &mesh, bool useColocalVertice
} }
} }
internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]); internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]);
// -- GODOT start --
if (!face && heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) {
//there is still hope for this, no reason to not add, at least add as separate
face = heMesh->addUniqueFace(tri[0], tri[1], tri[2]);
}
// -- GODOT end --
if (!face) { if (!face) {
if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge)
error.code = AddMeshErrorCode::AlreadyAddedEdge; error.code = AddMeshErrorCode::AlreadyAddedEdge;

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@ -3,6 +3,9 @@
#ifndef XATLAS_H #ifndef XATLAS_H
#define XATLAS_H #define XATLAS_H
#include <float.h> // FLT_MAX #include <float.h> // FLT_MAX
// -- GODOT start --
#include <limits.h> // INT_MAX, UINT_MAX
// -- GODOT end --
namespace xatlas { namespace xatlas {