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adding convexivity test and fan method for convex polygon triangulation
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@ -49,13 +49,13 @@ function Primitive() {
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}
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// OBJ regex patterns are modified from ThreeJS (https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js)
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var vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
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var normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
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var uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
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var facePattern1 = /f(\s+-?\d+\/?\/?){3,}/; // f vertex vertex vertex ...
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var facePattern2 = /f(\s+-?\d+\/-?\d+){3,}/; // f vertex/uv vertex/uv vertex/uv ...
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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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var vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
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var normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
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var uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
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var facePattern1 = /f(\s+-?\d+\/?\/?){3,}/; // f vertex vertex vertex ...
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var facePattern2 = /f(\s+-?\d+\/-?\d+){3,}/; // f vertex/uv vertex/uv vertex/uv ...
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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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var faceSpacePattern = /f?\s+/;
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var faceSpaceOrSlashPattern = /(f?\s+)|(\/+\s*)/g;
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@ -279,6 +279,29 @@ function loadObj(objPath, options) {
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return index;
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}
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// Given a sequence of three points A B C, determine whether vector BC
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// "turns" clockwise (positive) or counter-clockwise (negative) from vector AB
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var scratch1 = new Cartesian3();
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var scratch2 = new Cartesian3();
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function getTurnDirection(pointA, pointB, pointC) {
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var vector1 = Cartesian2.subtract(pointA, pointB, scratch1);
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var vector2 = Cartesian2.subtract(pointC, pointB, scratch2);
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return vector1.x * vector2.y - vector1.y * vector2.x;
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}
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// Given the cartesian 2 vertices of a polygon, determine if convex
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function isConvex(positions2D) {
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var i;
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var turnDirection = getTurnDirection(positions2D[0], positions2D[1], positions2D[2]);
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for (i=1; i < positions2D.length-2; ++i) {
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var currentTurnDirection = getTurnDirection(positions2D[i], positions2D[i+1], positions2D[i+2]);
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if (turnDirection * currentTurnDirection < 0) {
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return false;
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}
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}
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return true;
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}
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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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@ -309,34 +332,44 @@ function loadObj(objPath, options) {
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var vertexIndices = [];
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var i;
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for (i=0; i < vertices.length; ++i) {
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for (i = 0; i < vertices.length; ++i) {
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var u = (defined(uvs)) ? uvs[i] : undefined;
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var n = (defined(normals)) ? normals[i] : undefined;
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var index = addVertex(vertices[i], positions[i], u, n);
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vertexIndices.push(index);
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var pi = getOffset(index+1, positions, 3);
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// Collect the vertex positions as 3D points
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var pi = getOffset(index + 1, positions, 3);
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var px = mesh.positions.get(pi + 0);
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var py = mesh.positions.get(pi + 1);
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var pz = mesh.positions.get(pi + 2);
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positions3D.push(new Cartesian3(px, py, pz));
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}
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var positions2D = projectTo2D(positions3D);
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var windingOrder = PolygonPipeline.computeWindingOrder2D(positions2D);
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if (isConvex(positions2D)) {
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// Use the fan method to triangulate
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for (i=1; i < vertices.length-1; ++i) {
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primitive.indices.push(vertexIndices[0]);
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primitive.indices.push(vertexIndices[i]);
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primitive.indices.push(vertexIndices[i+1]);
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}
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} else {
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// Since the projection doesn't respect winding order, reverse the order of
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// the vertices before triangulating to enforce counter clockwise.
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if (windingOrder === WindingOrder.CLOCKWISE) {
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positions2D.reverse();
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}
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// Since the projection doesn't respect winding order, reverse the order of
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// the vertices before triangulating to enforce counter clockwise.
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var windingOrder = PolygonPipeline.computeWindingOrder2D(positions2D);
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if (windingOrder === WindingOrder.CLOCKWISE) {
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positions2D.reverse();
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}
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var positionIndices = PolygonPipeline.triangulate(positions2D);
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for (i=0; i < positionIndices.length; ++i) {
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primitive.indices.push(vertexIndices[positionIndices[i]]);
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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; ++i) {
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primitive.indices.push(vertexIndices[positionIndices[i]]);
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}
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}
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}
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