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@@ -348,15 +348,39 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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indices.Add(idx + attachmentIndices[j]);
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}
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- FVector normal = FVector(0, -1, 0);
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- if (numVertices > 2 &&
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- FVector::CrossProduct(
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- vertices[indices[firstIndex + 2]] - vertices[indices[firstIndex]],
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- vertices[indices[firstIndex + 1]] - vertices[indices[firstIndex]])
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- .Y > 0.f) {
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- normal.Y = 1;
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+
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+ //Calculate total triangle to add on this loof.
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+
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+ int TriangleInitialCount = firstIndex / 3;
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+
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+ int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
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+
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+ int FirstVertexIndex = vertices.Num() - numVertices;
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+
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+ //loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
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+
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+ for (int j = 0; j < TriangleToAddNum; j++) {
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+
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+ const int TargetTringleIndex = firstIndex + j * 3;
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+
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+ if (FVector::CrossProduct(
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+ vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
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+ vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
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+ .Y < 0.f) {
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+
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+ const int32 targetVertex = indices[TargetTringleIndex];
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+ indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
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+ indices[TargetTringleIndex + 2] = targetVertex;
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+ }
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}
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+
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+
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+ FVector normal = FVector(0, 1, 0);
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+
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+ //Add normals for vertices.
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+
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for (int j = 0; j < numVertices; j++) {
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+
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normals.Add(normal);
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}
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@@ -370,4 +394,4 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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clipper.clipEnd();
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}
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-#undef LOCTEXT_NAMESPACE
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+#undef LOCTEXT_NAMESPACE
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