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@@ -2352,73 +2352,6 @@ void MeshBinormals(Mesh *mesh)
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}
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}
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-// Smooth (average) vertex normals
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-void MeshNormalsSmooth(Mesh *mesh)
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-{
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- #define EPSILON 0.000001 // A small number
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-
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- int uvCounter = 0;
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- Vector3 *uniqueVertices = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
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- Vector3 *summedNormals = (Vector3 *)RL_CALLOC(mesh->vertexCount, sizeof(Vector3));
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-
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- int *uniqueIndices = (int *)RL_CALLOC(mesh->vertexCount, sizeof(int));
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-
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- // Sum normals grouped by vertex
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- for (int i = 0; i < mesh->vertexCount; i++)
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- {
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- Vector3 v = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
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- Vector3 n = { mesh->normals[(i + 0)*3 + 0], mesh->normals[(i + 0)*3 + 1], mesh->normals[(i + 0)*3 + 2] };
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-
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- bool matched = false;
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-
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- // TODO: Matching vertices is brute force O(N^2). Do it more efficiently?
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- for (int j = 0; j < uvCounter; j++)
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- {
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- Vector3 uv = uniqueVertices[j];
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-
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- bool match = true;
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- match = match && fabs(uv.x - v.x) < EPSILON;
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- match = match && fabs(uv.y - v.y) < EPSILON;
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- match = match && fabs(uv.z - v.z) < EPSILON;
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-
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- if (match)
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- {
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- matched = true;
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- summedNormals[j] = Vector3Add(summedNormals[j], n);
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- uniqueIndices[i] = j;
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- break;
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- }
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- }
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-
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- if (!matched)
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- {
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- int j = uvCounter++;
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- uniqueVertices[j] = v;
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- summedNormals[j] = n;
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- uniqueIndices[i] = j;
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- }
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- }
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-
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- // Average and update normals
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- for (int i = 0; i < mesh->vertexCount; i++)
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- {
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- int j = uniqueIndices[i];
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- Vector3 n = Vector3Normalize(summedNormals[j]);
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- mesh->normals[(i + 0)*3 + 0] = n.x;
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- mesh->normals[(i + 0)*3 + 1] = n.y;
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- mesh->normals[(i + 0)*3 + 2] = n.z;
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- }
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-
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- // 2=normals, see rlUpdateMeshAt()
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- rlUpdateMesh(*mesh, 2, mesh->vertexCount);
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-
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- RL_FREE(uniqueVertices);
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- RL_FREE(summedNormals);
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- RL_FREE(uniqueIndices);
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-
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- TRACELOG(LOG_INFO, "MESH: Normals smoothed (%d vertices, %d unique)", mesh->vertexCount, uvCounter);
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-}
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-
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// Draw a model (with texture if set)
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void DrawModel(Model model, Vector3 position, float scale, Color tint)
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{
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