Example #1
0
void compute_smooth_vertex_normals_pose(MeshObject& object, const size_t motion_segment_index)
{
    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)
    {
        const Triangle& triangle = object.get_triangle(i);

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

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

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