xatlas: Redo our custom changes, but properly documented
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parent
1e39fee140
commit
44f9a966e0
4 changed files with 268 additions and 3 deletions
157
thirdparty/xatlas/avoid-failing-on-bad-geometry.patch
vendored
Normal file
157
thirdparty/xatlas/avoid-failing-on-bad-geometry.patch
vendored
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@ -0,0 +1,157 @@
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diff --git a/thirdparty/xatlas/xatlas.cpp b/thirdparty/xatlas/xatlas.cpp
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index df5ef94db..eb0824a51 100644
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--- a/thirdparty/xatlas/xatlas.cpp
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+++ b/thirdparty/xatlas/xatlas.cpp
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@@ -1276,6 +1276,9 @@ class Vertex
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{
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public:
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uint32_t id;
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+ // -- GODOT start --
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+ uint32_t original_id;
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+ // -- GODOT end --
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Edge *edge;
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Vertex *next;
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Vertex *prev;
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@@ -1283,7 +1286,10 @@ public:
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Vector3 nor;
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Vector2 tex;
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- Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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+ // -- GODOT start --
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+ //Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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+ Vertex(uint32_t id) : id(id), original_id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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+ // -- GODOT end --
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{
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next = this;
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prev = this;
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@@ -1934,6 +1940,64 @@ public:
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return f;
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}
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+ // -- GODOT start --
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+ Face *addUniqueFace(uint32_t v0, uint32_t v1, uint32_t v2) {
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+
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+ int base_vertex = m_vertexArray.size();
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+
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+ uint32_t ids[3] = { v0, v1, v2 };
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+
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+ Vector3 base[3] = {
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+ m_vertexArray[v0]->pos,
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+ m_vertexArray[v1]->pos,
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+ m_vertexArray[v2]->pos,
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+ };
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+
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+ //make sure its not a degenerate
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+ bool degenerate = distanceSquared(base[0], base[1]) < NV_EPSILON || distanceSquared(base[0], base[2]) < NV_EPSILON || distanceSquared(base[1], base[2]) < NV_EPSILON;
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+ xaDebugAssert(!degenerate);
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+
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+ float min_x = 0;
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+
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+ for (int i = 0; i < 3; i++) {
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+ if (i == 0 || m_vertexArray[v0]->pos.x < min_x) {
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+ min_x = m_vertexArray[v0]->pos.x;
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+ }
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+ }
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+
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+ float max_x = 0;
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+
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+ for (int j = 0; j < m_vertexArray.size(); j++) {
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+ if (j == 0 || m_vertexArray[j]->pos.x > max_x) { //vertex already exists
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+ max_x = m_vertexArray[j]->pos.x;
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+ }
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+ }
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+
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+ //separate from everything else, in x axis
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+ for (int i = 0; i < 3; i++) {
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+
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+ base[i].x -= min_x;
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+ base[i].x += max_x + 10.0;
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+ }
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+
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+ for (int i = 0; i < 3; i++) {
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+ Vertex *v = new Vertex(m_vertexArray.size());
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+ v->pos = base[i];
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+ v->nor = m_vertexArray[ids[i]]->nor,
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+ v->tex = m_vertexArray[ids[i]]->tex,
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+
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+ v->original_id = ids[i];
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+ m_vertexArray.push_back(v);
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+ }
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+
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+ uint32_t indexArray[3];
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+ indexArray[0] = base_vertex + 0;
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+ indexArray[1] = base_vertex + 1;
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+ indexArray[2] = base_vertex + 2;
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+ return addFace(indexArray, 3, 0, 3);
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+ }
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+ // -- GODOT end --
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+
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// These functions disconnect the given element from the mesh and delete it.
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// @@ We must always disconnect edge pairs simultaneously.
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@@ -2915,6 +2979,14 @@ Mesh *triangulate(const Mesh *inputMesh)
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Vector2 p0 = polygonPoints[i0];
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Vector2 p1 = polygonPoints[i1];
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Vector2 p2 = polygonPoints[i2];
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+
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+ // -- GODOT start --
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+ bool degenerate = distance(p0, p1) < NV_EPSILON || distance(p0, p2) < NV_EPSILON || distance(p1, p2) < NV_EPSILON;
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+ if (degenerate) {
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+ continue;
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+ }
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+ // -- GODOT end --
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+
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float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f);
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float angle = acosf(d);
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float area = triangleArea(p0, p1, p2);
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@@ -2938,6 +3010,11 @@ Mesh *triangulate(const Mesh *inputMesh)
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}
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}
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}
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+ // -- GODOT start --
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+ if (!bestIsValid)
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+ break;
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+ // -- GODOT end --
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+
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xaDebugAssert(minAngle <= 2 * PI);
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// Clip best ear:
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uint32_t i0 = (bestEar + size - 1) % size;
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@@ -5606,7 +5683,10 @@ public:
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}
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if (chartMeshIndices[vertex->id] == ~0) {
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chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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- m_chartToOriginalMap.push_back(vertex->id);
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+ // -- GODOT start --
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+ //m_chartToOriginalMap.push_back(vertex->id);
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+ m_chartToOriginalMap.push_back(vertex->original_id);
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+ // -- GODOT end --
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m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]);
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halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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v->nor = vertex->nor;
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@@ -5699,7 +5779,10 @@ public:
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const halfedge::Vertex *vertex = it.current()->vertex;
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if (chartMeshIndices[vertex->id] == ~0) {
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chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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- m_chartToOriginalMap.push_back(vertex->id);
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+ // -- GODOT start --
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+ //m_chartToOriginalMap.push_back(vertex->id);
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+ m_chartToOriginalMap.push_back(vertex->original_id);
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+ // -- GODOT end --
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halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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v->nor = vertex->nor;
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v->tex = vertex->tex; // @@ Not necessary.
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@@ -7573,6 +7656,14 @@ AddMeshError AddMesh(Atlas *atlas, const InputMesh &mesh, bool useColocalVertice
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}
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}
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internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]);
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+
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+ // -- GODOT start --
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+ if (!face && heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) {
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+ //there is still hope for this, no reason to not add, at least add as separate
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+ face = heMesh->addUniqueFace(tri[0], tri[1], tri[2]);
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+ }
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+ // -- GODOT end --
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+
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if (!face) {
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if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge)
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error.code = AddMeshErrorCode::AlreadyAddedEdge;
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14
thirdparty/xatlas/build-fix-limits.patch
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14
thirdparty/xatlas/build-fix-limits.patch
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@ -0,0 +1,14 @@
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diff --git a/thirdparty/xatlas/xatlas.h b/thirdparty/xatlas/xatlas.h
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index 7e556c6c3..dbf8ca08c 100644
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--- a/thirdparty/xatlas/xatlas.h
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+++ b/thirdparty/xatlas/xatlas.h
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@@ -3,6 +3,9 @@
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#ifndef XATLAS_H
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#define XATLAS_H
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#include <float.h> // FLT_MAX
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+// -- GODOT start --
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+#include <limits.h> // INT_MAX, UINT_MAX
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+// -- GODOT end --
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namespace xatlas {
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97
thirdparty/xatlas/xatlas.cpp
vendored
97
thirdparty/xatlas/xatlas.cpp
vendored
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@ -1276,6 +1276,9 @@ class Vertex
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{
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public:
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uint32_t id;
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// -- GODOT start --
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uint32_t original_id;
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// -- GODOT end --
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Edge *edge;
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Vertex *next;
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Vertex *prev;
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@ -1283,7 +1286,10 @@ public:
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Vector3 nor;
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Vector2 tex;
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Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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// -- GODOT start --
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//Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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Vertex(uint32_t id) : id(id), original_id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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// -- GODOT end --
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{
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next = this;
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prev = this;
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return f;
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}
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// -- GODOT start --
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Face *addUniqueFace(uint32_t v0, uint32_t v1, uint32_t v2) {
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int base_vertex = m_vertexArray.size();
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uint32_t ids[3] = { v0, v1, v2 };
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Vector3 base[3] = {
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m_vertexArray[v0]->pos,
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m_vertexArray[v1]->pos,
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m_vertexArray[v2]->pos,
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};
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//make sure its not a degenerate
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bool degenerate = distanceSquared(base[0], base[1]) < NV_EPSILON || distanceSquared(base[0], base[2]) < NV_EPSILON || distanceSquared(base[1], base[2]) < NV_EPSILON;
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xaDebugAssert(!degenerate);
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float min_x = 0;
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for (int i = 0; i < 3; i++) {
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if (i == 0 || m_vertexArray[v0]->pos.x < min_x) {
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min_x = m_vertexArray[v0]->pos.x;
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}
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}
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float max_x = 0;
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for (int j = 0; j < m_vertexArray.size(); j++) {
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if (j == 0 || m_vertexArray[j]->pos.x > max_x) { //vertex already exists
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max_x = m_vertexArray[j]->pos.x;
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}
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}
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//separate from everything else, in x axis
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for (int i = 0; i < 3; i++) {
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base[i].x -= min_x;
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base[i].x += max_x + 10.0;
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}
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for (int i = 0; i < 3; i++) {
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Vertex *v = new Vertex(m_vertexArray.size());
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v->pos = base[i];
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v->nor = m_vertexArray[ids[i]]->nor,
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v->tex = m_vertexArray[ids[i]]->tex,
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v->original_id = ids[i];
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m_vertexArray.push_back(v);
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}
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uint32_t indexArray[3];
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indexArray[0] = base_vertex + 0;
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indexArray[1] = base_vertex + 1;
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indexArray[2] = base_vertex + 2;
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return addFace(indexArray, 3, 0, 3);
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}
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// -- GODOT end --
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// These functions disconnect the given element from the mesh and delete it.
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// @@ We must always disconnect edge pairs simultaneously.
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@ -2915,6 +2979,14 @@ Mesh *triangulate(const Mesh *inputMesh)
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Vector2 p0 = polygonPoints[i0];
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Vector2 p1 = polygonPoints[i1];
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Vector2 p2 = polygonPoints[i2];
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// -- GODOT start --
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bool degenerate = distance(p0, p1) < NV_EPSILON || distance(p0, p2) < NV_EPSILON || distance(p1, p2) < NV_EPSILON;
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if (degenerate) {
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continue;
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}
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// -- GODOT end --
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float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f);
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float angle = acosf(d);
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float area = triangleArea(p0, p1, p2);
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@ -2938,6 +3010,11 @@ Mesh *triangulate(const Mesh *inputMesh)
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}
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}
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}
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// -- GODOT start --
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if (!bestIsValid)
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break;
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// -- GODOT end --
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xaDebugAssert(minAngle <= 2 * PI);
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// Clip best ear:
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uint32_t i0 = (bestEar + size - 1) % size;
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@ -5606,7 +5683,10 @@ public:
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}
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if (chartMeshIndices[vertex->id] == ~0) {
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chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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m_chartToOriginalMap.push_back(vertex->id);
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// -- GODOT start --
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//m_chartToOriginalMap.push_back(vertex->id);
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m_chartToOriginalMap.push_back(vertex->original_id);
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// -- GODOT end --
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m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]);
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halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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v->nor = vertex->nor;
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@ -5699,7 +5779,10 @@ public:
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const halfedge::Vertex *vertex = it.current()->vertex;
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if (chartMeshIndices[vertex->id] == ~0) {
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chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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m_chartToOriginalMap.push_back(vertex->id);
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// -- GODOT start --
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//m_chartToOriginalMap.push_back(vertex->id);
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m_chartToOriginalMap.push_back(vertex->original_id);
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// -- GODOT end --
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halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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v->nor = vertex->nor;
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v->tex = vertex->tex; // @@ Not necessary.
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@ -7573,6 +7656,14 @@ AddMeshError AddMesh(Atlas *atlas, const InputMesh &mesh, bool useColocalVertice
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}
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}
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internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]);
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// -- GODOT start --
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if (!face && heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) {
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//there is still hope for this, no reason to not add, at least add as separate
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face = heMesh->addUniqueFace(tri[0], tri[1], tri[2]);
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}
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// -- GODOT end --
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if (!face) {
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if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge)
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error.code = AddMeshErrorCode::AlreadyAddedEdge;
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3
thirdparty/xatlas/xatlas.h
vendored
3
thirdparty/xatlas/xatlas.h
vendored
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@ -3,6 +3,9 @@
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#ifndef XATLAS_H
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#define XATLAS_H
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#include <float.h> // FLT_MAX
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// -- GODOT start --
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#include <limits.h> // INT_MAX, UINT_MAX
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// -- GODOT end --
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namespace xatlas {
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