Merge pull request #1977 from AdrianAtGoogle/fix_gen_vertex_normals

Fix GenVertexNormals
pull/1978/head^2
Kim Kulling 2018-05-23 09:04:54 +02:00 committed by GitHub
commit b3e41204c1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 5 additions and 7 deletions

View File

@ -146,7 +146,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]]; const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]]; const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0;i < face.mNumIndices;++i) { for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor; pMesh->mNormals[face.mIndices[i]] = vNor;
@ -214,17 +214,15 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound); vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
aiVector3D vr = pMesh->mNormals[i]; aiVector3D vr = pMesh->mNormals[i];
ai_real vrlen = vr.Length();
aiVector3D pcNor; aiVector3D pcNor;
for (unsigned int a = 0; a < verticesFound.size(); ++a) { for (unsigned int a = 0; a < verticesFound.size(); ++a) {
aiVector3D v = pMesh->mNormals[verticesFound[a]]; aiVector3D v = pMesh->mNormals[verticesFound[a]];
// check whether the angle between the two normals is not too large // Check whether the angle between the two normals is not too large.
// HACK: if v.x is qnan the dot product will become qnan, too // Skip the angle check on our own normal to avoid false negatives
// therefore the comparison against fLimit should be false // (v*v is not guaranteed to be 1.0 for all unit vectors v)
// in every case. if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit)))
if (v * vr >= fLimit * vrlen * v.Length())
pcNor += v; pcNor += v;
} }
pcNew[i] = pcNor.NormalizeSafe(); pcNew[i] = pcNor.NormalizeSafe();