Example #1
0
void compute_smooth_vertex_normals_base_pose(MeshObject& object)
{
    assert(object.get_vertex_normal_count() == 0);

    const size_t vertex_count = object.get_vertex_count();
    const size_t triangle_count = object.get_triangle_count();

    vector<GVector3> normals(vertex_count, GVector3(0.0));

    for (size_t i = 0; i < triangle_count; ++i)
    {
        Triangle& triangle = object.get_triangle(i);
        triangle.m_n0 = triangle.m_v0;
        triangle.m_n1 = triangle.m_v1;
        triangle.m_n2 = triangle.m_v2;

        const GVector3& v0 = object.get_vertex(triangle.m_v0);
        const GVector3& v1 = object.get_vertex(triangle.m_v1);
        const GVector3& v2 = object.get_vertex(triangle.m_v2);
        const GVector3 normal = normalize(cross(v1 - v0, v2 - v0));

        normals[triangle.m_v0] += normal;
        normals[triangle.m_v1] += normal;
        normals[triangle.m_v2] += normal;
    }

    object.reserve_vertex_normals(vertex_count);

    for (size_t i = 0; i < vertex_count; ++i)
        object.push_vertex_normal(safe_normalize(normals[i]));
}