Slightly altered rules for calculating vertexnormals. By only averaging
face normals from faces actually set 'smooth', the result looks much more
nice (for example on a cylinder with caps solid). Vertex normals not being
used by smooth faces are set to the face normal direction.

Shows both in editor as rendering.
This commit is contained in:
2004-12-19 14:19:20 +00:00
parent ca5784a7ce
commit b0162a19fd
2 changed files with 145 additions and 110 deletions

View File

@@ -1284,61 +1284,77 @@ void vertexnormals(int testflip)
/* calculate cosine angles and add to vertex normal */
efa= em->faces.first;
while(efa) {
VecSubf(n1, efa->v2->co, efa->v1->co);
VecSubf(n2, efa->v3->co, efa->v2->co);
Normalise(n1);
Normalise(n2);
if(efa->flag & ME_SMOOTH) {
VecSubf(n1, efa->v2->co, efa->v1->co);
VecSubf(n2, efa->v3->co, efa->v2->co);
Normalise(n1);
Normalise(n2);
if(efa->v4==0) {
VecSubf(n3, efa->v1->co, efa->v3->co);
Normalise(n3);
if(efa->v4==0) {
VecSubf(n3, efa->v1->co, efa->v3->co);
Normalise(n3);
co[0]= saacos(-n3[0]*n1[0]-n3[1]*n1[1]-n3[2]*n1[2]);
co[1]= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
co[2]= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
}
else {
VecSubf(n3, efa->v4->co, efa->v3->co);
VecSubf(n4, efa->v1->co, efa->v4->co);
Normalise(n3);
Normalise(n4);
co[0]= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
co[1]= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
co[2]= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
co[3]= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
}
co[0]= saacos(-n3[0]*n1[0]-n3[1]*n1[1]-n3[2]*n1[2]);
co[1]= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
co[2]= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
temp= efa->v1->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[0]= -co[0];
temp[0]+= co[0]*efa->n[0];
temp[1]+= co[0]*efa->n[1];
temp[2]+= co[0]*efa->n[2];
}
else {
VecSubf(n3, efa->v4->co, efa->v3->co);
VecSubf(n4, efa->v1->co, efa->v4->co);
Normalise(n3);
Normalise(n4);
temp= efa->v2->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[1]= -co[1];
temp[0]+= co[1]*efa->n[0];
temp[1]+= co[1]*efa->n[1];
temp[2]+= co[1]*efa->n[2];
co[0]= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
co[1]= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
co[2]= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
co[3]= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
}
temp= efa->v1->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[0]= -co[0];
temp[0]+= co[0]*efa->n[0];
temp[1]+= co[0]*efa->n[1];
temp[2]+= co[0]*efa->n[2];
temp= efa->v2->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[1]= -co[1];
temp[0]+= co[1]*efa->n[0];
temp[1]+= co[1]*efa->n[1];
temp[2]+= co[1]*efa->n[2];
temp= efa->v3->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[2]= -co[2];
temp[0]+= co[2]*efa->n[0];
temp[1]+= co[2]*efa->n[1];
temp[2]+= co[2]*efa->n[2];
if(efa->v4) {
temp= efa->v4->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[3]= -co[3];
temp[0]+= co[3]*efa->n[0];
temp[1]+= co[3]*efa->n[1];
temp[2]+= co[3]*efa->n[2];
}
temp= efa->v3->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[2]= -co[2];
temp[0]+= co[2]*efa->n[0];
temp[1]+= co[2]*efa->n[1];
temp[2]+= co[2]*efa->n[2];
if(efa->v4) {
temp= efa->v4->no;
if(testflip && contrpuntnorm(efa->n, temp) ) co[3]= -co[3];
temp[0]+= co[3]*efa->n[0];
temp[1]+= co[3]*efa->n[1];
temp[2]+= co[3]*efa->n[2];
}
}
efa= efa->next;
}
/* check solid faces */
for(efa= em->faces.first; efa; efa= efa->next) {
if((efa->flag & ME_SMOOTH)==0) {
f1= efa->v1->no;
if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
f1= efa->v2->no;
if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
f1= efa->v3->no;
if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
if(efa->v4) {
f1= efa->v4->no;
if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
}
}
}
/* normalise vertex normals */
eve= em->verts.first;
while(eve) {