[wip] MeshNormalsSmooth() (#1317)

* MeshSmoothNormals() by average

* wrong comment

* spelling

* use correct function naming convention
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seanpringle 2020-07-20 19:05:18 +10:00 committed by GitHub
parent 6ec847a93f
commit cebcdea80f
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2 changed files with 69 additions and 0 deletions

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@ -2473,6 +2473,74 @@ void MeshBinormals(Mesh *mesh)
}
}
// Smooth (average) vertex normals
void MeshNormalsSmooth(Mesh *mesh)
{
#define EPSILON 0.000001 // A small number
int uvCounter = 0;
Vector3 *uniqueVertices = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
Vector3 *summedNormals = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
int uiCounter = 0;
int *uniqueIndices = (int *)RL_CALLOC(mesh->vertexCount, sizeof(int));
// Sum normals grouped by vertex
for (int i = 0; i < mesh->vertexCount; i++)
{
Vector3 v = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
Vector3 n = { mesh->normals[(i + 0)*3 + 0], mesh->normals[(i + 0)*3 + 1], mesh->normals[(i + 0)*3 + 2] };
bool matched = false;
// TODO: Matching vertices is brute force O(N^2). Do it more efficiently?
for (int j = 0; j < uvCounter; j++)
{
Vector3 uv = uniqueVertices[j];
bool match = true;
match = match && fabs(uv.x - v.x) < EPSILON;
match = match && fabs(uv.y - v.y) < EPSILON;
match = match && fabs(uv.z - v.z) < EPSILON;
if (match)
{
matched = true;
summedNormals[j] = Vector3Add(summedNormals[j], n);
uniqueIndices[i] = j;
break;
}
}
if (!matched)
{
int j = uvCounter++;
uniqueVertices[j] = v;
summedNormals[j] = n;
uniqueIndices[i] = j;
}
}
// Average and update normals
for (int i = 0; i < mesh->vertexCount; i++)
{
int j = uniqueIndices[i];
Vector3 n = Vector3Normalize(summedNormals[j]);
mesh->normals[(i + 0)*3 + 0] = n.x;
mesh->normals[(i + 0)*3 + 1] = n.y;
mesh->normals[(i + 0)*3 + 2] = n.z;
}
// 2=normals, see rlUpdateMeshAt()
rlUpdateMesh(*mesh, 2, mesh->vertexCount);
RL_FREE(uniqueVertices);
RL_FREE(summedNormals);
RL_FREE(uniqueIndices);
TRACELOG(LOG_INFO, "MESH: Normals smoothed (%d vertices, %d unique)", mesh->vertexCount, uvCounter);
}
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{

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@ -1325,6 +1325,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)