godot/thirdparty/xatlas/avoid-failing-on-bad-geometry.patch

158 lines
4.9 KiB
Diff

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;