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])); }