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;