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Give OBJ Quad and Flipped Faces the Texture Coordinates of Their Own Corners (#15977)
load_obj emits the second triangle of a quad from corners 0, 2 and 3, but read its texture coordinates from corners 0, 1 and 2, so half of every textured quad sampled the wrong part of the texture. The corner indices are now passed down to where the coordinates are read. A mesh with inward-facing triangles is flipped after loading, which swaps corners 1 and 2 of every face. The texture coordinates were left as they were. They are now swapped along with the corners.
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@@ -141,7 +141,7 @@ bool load_obj(const char *path, TriangleMesh *meshptr, ObjInfo& obj_info, std::s
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its.indices.emplace_back(indices[0], indices[1], indices[2]);
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int face_index =its.indices.size() - 1;
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RGBA face_color;
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auto set_face_color = [&uvs, &data, &mtl_data, &obj_info, &face_color](int face_index, const std::string mtl_name) {
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auto set_face_color = [&uvs, &data, &mtl_data, &obj_info, &face_color](int face_index, const std::string mtl_name, const std::array<int, 3> &corners) {
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if (mtl_data.new_mtl_unmap.find(mtl_name) != mtl_data.new_mtl_unmap.end()) {
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bool is_merge_ka_kd = true;
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for (size_t n = 0; n < 3; n++) {
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@@ -174,7 +174,7 @@ bool load_obj(const char *path, TriangleMesh *meshptr, ObjInfo& obj_info, std::s
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return Vec2f::Zero();
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return Vec2f(data.textureCoordinates[idx * OBJ_TEXCOORD_LENGTH], data.textureCoordinates[idx * OBJ_TEXCOORD_LENGTH + 1]);
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};
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std::array<Vec2f, 3> uv_array{uv_at(uvs[0]), uv_at(uvs[1]), uv_at(uvs[2])};
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std::array<Vec2f, 3> uv_array{uv_at(uvs[corners[0]]), uv_at(uvs[corners[1]]), uv_at(uvs[corners[2]])};
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obj_info.uvs.emplace_back(uv_array);
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}
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obj_info.face_colors.emplace_back(face_color);
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@@ -185,27 +185,27 @@ bool load_obj(const char *path, TriangleMesh *meshptr, ObjInfo& obj_info, std::s
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}
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}
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};
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auto set_face_color_by_mtl = [&data, &set_face_color](int face_index) {
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auto set_face_color_by_mtl = [&data, &set_face_color](int face_index, const std::array<int, 3> &corners) {
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if (data.usemtls.size() == 1) {
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set_face_color(face_index, data.usemtls[0].name);
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set_face_color(face_index, data.usemtls[0].name, corners);
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} else {
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for (size_t k = 0; k < data.usemtls.size(); k++) {
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auto mtl = data.usemtls[k];
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if (face_index >= mtl.face_start && face_index <= mtl.face_end) {
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set_face_color(face_index, data.usemtls[k].name);
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set_face_color(face_index, data.usemtls[k].name, corners);
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break;
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}
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}
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}
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};
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if (exist_mtl) {
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set_face_color_by_mtl(face_index);
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set_face_color_by_mtl(face_index, {0, 1, 2});
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}
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if (cnt == 4) {
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its.indices.emplace_back(indices[0], indices[2], indices[3]);
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int face_index = its.indices.size() - 1;
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if (exist_mtl) {
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set_face_color_by_mtl(face_index);
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set_face_color_by_mtl(face_index, {0, 2, 3});
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}
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}
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}
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@@ -217,8 +217,12 @@ bool load_obj(const char *path, TriangleMesh *meshptr, ObjInfo& obj_info, std::s
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message = _L("This OBJ file couldn't be read because it's empty.");
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return false;
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}
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if (meshptr->volume() < 0)
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if (meshptr->volume() < 0) {
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meshptr->flip_triangles();
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// Flipping swaps corners 1 and 2 of every face, so the UVs have to follow.
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for (std::array<Vec2f, 3> &uv : obj_info.uvs)
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std::swap(uv[1], uv[2]);
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}
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// Hand the parsed material table back so callers can build a TexturedMesh from it.
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if (out_mtl)
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*out_mtl = mtl_data;
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