diff options
Diffstat (limited to 'thirdparty/xatlas/avoid-failing-on-bad-geometry.patch')
-rw-r--r-- | thirdparty/xatlas/avoid-failing-on-bad-geometry.patch | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/thirdparty/xatlas/avoid-failing-on-bad-geometry.patch b/thirdparty/xatlas/avoid-failing-on-bad-geometry.patch new file mode 100644 index 0000000000..a28cd9f82b --- /dev/null +++ b/thirdparty/xatlas/avoid-failing-on-bad-geometry.patch @@ -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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