Now the room hull generation tool will generate a bit more optimized meshes. It's not too bad but the meshes can still be optimized a bit. The commit contains some commented out code for now. I'll try to think up a way to remove all unneeded points from the hull.

This commit is contained in:
Relintai 2021-08-14 18:35:53 +02:00
parent d8f32eaf59
commit 6518bba651

View File

@ -163,6 +163,7 @@ void PropUtils::generate_room_points(Room *room) {
PoolVector<Plane> planes; PoolVector<Plane> planes;
Vector<Vector3> points; Vector<Vector3> points;
PoolVector<Face3> faces;
for (int i = 0; i < mesh_arrays.size(); ++i) { for (int i = 0; i < mesh_arrays.size(); ++i) {
PoolVector<Vector3> verts = mesh_arrays[i]; PoolVector<Vector3> verts = mesh_arrays[i];
@ -170,18 +171,34 @@ void PropUtils::generate_room_points(Room *room) {
for (int j = 0; j < verts.size(); j += 3) { for (int j = 0; j < verts.size(); j += 3) {
Plane p(verts[j], verts[j + 1], verts[j + 2]); Plane p(verts[j], verts[j + 1], verts[j + 2]);
//if (!is_plane_unique(planes, p)) { faces.push_back(Face3(verts[j], verts[j + 1], verts[j + 2]));
// continue;
//} //points.push_back(verts[j]);
//points.push_back(verts[j + 1]);
//points.push_back(verts[j + 2]);
if (!is_plane_unique(planes, p)) {
continue;
}
planes.push_back(p); planes.push_back(p);
points.push_back(verts[j]); //points.push_back(verts[j]);
points.push_back(verts[j + 1]); //points.push_back(verts[j + 1]);
points.push_back(verts[j + 2]); //points.push_back(verts[j + 2]);
} }
} }
PoolVector<Face3> wrapped = Geometry::wrap_geometry(faces);
for (int i = 0; i < wrapped.size(); ++i) {
Face3 f = wrapped[i];
points.push_back(f.vertex[0]);
points.push_back(f.vertex[1]);
points.push_back(f.vertex[2]);
}
Geometry::MeshData md = Geometry::build_convex_mesh(planes); Geometry::MeshData md = Geometry::build_convex_mesh(planes);
md.optimize_vertices(); md.optimize_vertices();
@ -207,6 +224,55 @@ void PropUtils::generate_room_points(Room *room) {
vs.set(i, md.vertices[i]); vs.set(i, md.vertices[i]);
} }
/*
//It will probably have a few unnecessary vertices still
//let's try to get rid of those aswell
PoolVector<int> remove_indices;
int vssize = vs.size();
for (int i = 0; i < vssize - 2; ++i) {
Plane p(vs[i], vs[i + 1], vs[i + 2]);
for (int j = 0; j < vssize; ++j) {
if (i == j) {
//skip this and the next 2
j += 3;
if (j >= vssize) {
break;
}
}
if (p.has_point(vs[j], 0.1)) {
bool found = false;
for (int k = 0; k < remove_indices.size(); ++k) {
if (remove_indices[k] == j) {
found = true;
break;
}
}
if (!found) {
remove_indices.push_back(j);
}
}
}
}
for (int i = 0; i < remove_indices.size(); ++i) {
int rindex = remove_indices[i];
vs.remove(rindex);
for (int j = i + 1; j < remove_indices.size(); ++j) {
int rij = remove_indices[j];
if (rij > rindex) {
remove_indices.set(j, rij - 1);
}
}
}
*/
room->set_points(vs); room->set_points(vs);
} }