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])); }