Merge pull request #4892 from lsnoel/fixLHNormals
Correctly consider aiProcess_FlipWindingOrder and aiProcess_MakeLeftHanded when generating normalspull/4904/head
commit
3e7121e1cc
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@ -67,6 +67,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess() = default;
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bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
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return (pFlags & aiProcess_GenNormals) != 0;
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}
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@ -131,8 +132,10 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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// Boolean XOR - if either but not both of these flags is set, then the winding order has
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// changed and the cross product to calculate the normal needs to be reversed
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if (flippedWindingOrder_ != leftHanded_)
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std::swap(pV2, pV3);
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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@ -81,6 +81,7 @@ private:
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bool GenMeshFaceNormals(aiMesh* pcMesh);
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mutable bool force_ = false;
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mutable bool flippedWindingOrder_ = false;
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mutable bool leftHanded_ = false;
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};
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} // end of namespace Assimp
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@ -69,6 +69,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() = default;
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bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
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return (pFlags & aiProcess_GenSmoothNormals) != 0;
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}
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@ -141,8 +142,10 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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// Boolean XOR - if either but not both of these flags is set, then the winding order has
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// changed and the cross product to calculate the normal needs to be reversed
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if (flippedWindingOrder_ != leftHanded_)
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std::swap(pV2, pV3);
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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@ -105,6 +105,7 @@ private:
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ai_real configMaxAngle;
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mutable bool force_ = false;
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mutable bool flippedWindingOrder_ = false;
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mutable bool leftHanded_ = false;
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};
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} // end of namespace Assimp
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