Improvements to handling of winding of polygons.
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@@ -268,8 +268,6 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
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}
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bool reverseWinding = true;
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if (numPolygonElements>0)
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{
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unsigned int startPos = vertices->size();
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@@ -284,7 +282,7 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
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{
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drawArrayLengths->push_back(element.vertexIndices.size());
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if (reverseWinding)
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if (model.needReverse(element))
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{
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// need to reverse so add to OSG arrays in same order as in OBJ, as OSG assume anticlockwise ordering.
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for(obj::Element::IndexList::reverse_iterator index_itr = element.vertexIndices.rbegin();
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@@ -319,7 +317,7 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
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index_itr != element.vertexIndices.end();
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++index_itr)
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{
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vertices->push_back(model.vertices[*index_itr]);
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vertices->push_back(transformVertex(model.vertices[*index_itr]));
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}
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if (numNormalIndices)
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{
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@@ -327,7 +325,7 @@ osg::Geometry* ReaderWriterOBJ::convertElementListToGeometry(obj::Model& model,
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index_itr != element.normalIndices.end();
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++index_itr)
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{
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normals->push_back(model.normals[*index_itr]);
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normals->push_back(transformNormal(model.normals[*index_itr]));
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}
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}
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if (numTexCoordIndices)
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@@ -462,3 +462,40 @@ void Model::addElement(Element* element)
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currentElementList->push_back(element);
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}
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osg::Vec3 Model::averageNormal(const Element& element) const
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{
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osg::Vec3 normal;
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for(Element::IndexList::const_iterator itr=element.normalIndices.begin();
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itr!=element.normalIndices.end();
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++itr)
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{
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normal += normals[*itr];
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}
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normal.normalize();
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return normal;
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}
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osg::Vec3 Model::computeNormal(const Element& element) const
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{
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osg::Vec3 normal;
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for(unsigned int i=0;i<element.vertexIndices.size()-2;++i)
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{
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osg::Vec3 a = vertices[element.vertexIndices[i]];
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osg::Vec3 b = vertices[element.vertexIndices[i+1]];
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osg::Vec3 c = vertices[element.vertexIndices[i+2]];
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osg::Vec3 localNormal = (b-a) ^(c-b);
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normal += localNormal;
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}
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normal.normalize();
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return normal;
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}
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bool Model::needReverse(const Element& element) const
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{
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if (element.normalIndices.empty()) return true;
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return computeNormal(element)*averageNormal(element) < 0.0f;
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}
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@@ -159,6 +159,10 @@ public:
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bool readline(std::istream& fin, char* line, const int LINE_SIZE);
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void addElement(Element* element);
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osg::Vec3 averageNormal(const Element& element) const;
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osg::Vec3 computeNormal(const Element& element) const;
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bool needReverse(const Element& element) const;
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int remapVertexIndex(int vi) { return (vi<0) ? vertices.size()+vi : vi-1; }
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int remapNormalIndex(int vi) { return (vi<0) ? normals.size()+vi : vi-1; }
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int remapTexCoordIndex(int vi) { return (vi<0) ? texcoords.size()+vi : vi-1; }
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