Ejemplo n.º 1
0
//=============================================================================
void SurfaceMesh::PathConnectedComponent::CalculateVertexNormals( void )
{
	for( Vertex* vertex = ( Vertex* )vertexList.LeftMost(); vertex; vertex = ( Vertex* )vertex->Right() )
	{
		Zero( vertex->normal );
		double triangleCount = 0.0;
		for( Triangle* triangle = ( Triangle* )triangleList.LeftMost(); triangle; triangle = ( Triangle* )triangle->Right() )
		{
			if( triangle->FindVertexIndex( vertex ) != -1 )
			{
				triangleCount += 1.0;
				Add( vertex->normal, vertex->normal, triangle->normal );
			}
		}
		Scale( vertex->normal, vertex->normal, 1.0 / triangleCount );
		Normalize( vertex->normal, vertex->normal );
	}
}