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https://github.com/CesiumGS/obj2gltf.git
synced 2025-02-06 23:13:02 -05:00
correct cross product calculation
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@ -57,13 +57,6 @@ var facePattern2 = /f(\s+-?\d+\/-?\d+){3,}/;
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var facePattern3 = /f(\s+-?\d+\/-?\d+\/-?\d+){3,}/; // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
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var facePattern4 = /f(\s+-?\d+\/\/-?\d+){3,}/; // f vertex//normal vertex//normal vertex//normal ...
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// Just for line continuations
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var facePattern5 = /((\s|^)+-?\d+\/?(\s|$)){1,}/; // f vertex vertex vertex ...
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var facePattern6 = /((\s|^)+-?\d+\/-?\d+(\s|$)){1,}/; // f vertex/uv vertex/uv vertex/uv ...
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var facePattern7 = /((\s|^)+-?\d+\/-?\d+\/-?\d+(\s|$)+){1,}/; // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
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var facePattern8 = /((\s|^)+-?\d+\/\/-?\d+(\s|$)){1,}/; // f vertex//normal vertex//normal vertex//normal ...
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var faceSpacePattern = /(f?\s+)|(\s+\/)|(\s*\\)/g;
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var faceSpaceOrSlashPattern = /(f?\s+)|(\/+\s*)|(\s+\/)|(\s*\\)/g;
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var scratchCartesian = new Cartesian3();
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@ -344,13 +337,13 @@ function loadObj(objPath, options) {
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var scratch3 = new Cartesian3();
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// Checks if winding order matches the given normal.
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function isWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normal) {
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function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normal) {
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var A = get3DPoint(positionIndex1, scratch1);
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var B = get3DPoint(positionIndex2, scratch2);
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var C = get3DPoint(positionIndex3, scratch3);
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Cartesian3.subtract(A, B, scratch1);
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Cartesian3.subtract(C, B, scratch2);
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Cartesian3.subtract(B, A, B);
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Cartesian3.subtract(C, A, C);
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var cross = Cartesian3.cross(A, C, scratch1);
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return (Cartesian3.dot(normal, cross) >= 0);
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@ -372,14 +365,14 @@ function loadObj(objPath, options) {
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function addFace(vertices, positions, uvs, normals) {
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var u1, u2, u3, n1, n2, n3;
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var windingCorrect = true;
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var isWindingCorrect = true;
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var faceNormal;
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// If normals are defined, find a face normal to use in winding order sanitization.
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// If no face normal, we have to assume the winding is correct.
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if (normals) {
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faceNormal = get3DNormal(normals[0], scratchNormal);
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windingCorrect = isWindingCorrect(positions[0], positions[1], positions[2], faceNormal);
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isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], faceNormal);
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}
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if (vertices.length === 3) {
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@ -400,7 +393,7 @@ function loadObj(objPath, options) {
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var index2 = addVertex(vertices[1], positions[1], u2, n2);
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var index3 = addVertex(vertices[2], positions[2], u3, n3);
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addTriangle(index1, index2, index3, windingCorrect);
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addTriangle(index1, index2, index3, isWindingCorrect);
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} else { // Triangulate if the face is not a triangle
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var positions3D = [];
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var vertexIndices = [];
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@ -422,7 +415,7 @@ function loadObj(objPath, options) {
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if (isConvex(positions2D)) {
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for (i=1; i < vertices.length-1; ++i) {
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addTriangle(vertexIndices[0], vertexIndices[i], vertexIndices[i+1], windingCorrect);
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addTriangle(vertexIndices[0], vertexIndices[i], vertexIndices[i+1], isWindingCorrect);
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}
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} else {
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// Since the projection doesn't preserve winding order, reverse the order of
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@ -435,7 +428,7 @@ function loadObj(objPath, options) {
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// Use an ear-clipping algorithm to triangulate
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var positionIndices = PolygonPipeline.triangulate(positions2D);
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for (i = 0; i < positionIndices.length-2; i += 3) {
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addTriangle(vertexIndices[positionIndices[i]], vertexIndices[positionIndices[i+1]], vertexIndices[positionIndices[i+2]], windingCorrect);
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addTriangle(vertexIndices[positionIndices[i]], vertexIndices[positionIndices[i+1]], vertexIndices[positionIndices[i+2]], isWindingCorrect);
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}
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}
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}
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