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@@ -142,7 +142,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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- const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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+ const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1));
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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@@ -209,18 +209,19 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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// Get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
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+ aiVector3D vr = pMesh->mNormals[i];
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+ float vrlen = vr.Length();
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+
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aiVector3D pcNor;
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for (unsigned int a = 0; a < verticesFound.size(); ++a) {
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- const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
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+ aiVector3D v = pMesh->mNormals[verticesFound[a]];
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// check whether the angle between the two normals is not too large
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// HACK: if v.x is qnan the dot product will become qnan, too
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// therefore the comparison against fLimit should be false
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// in every case.
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- if (v * pMesh->mNormals[i] < fLimit)
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- continue;
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-
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- pcNor += v;
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+ if (v * vr >= fLimit * vrlen * v.Length())
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+ pcNor += v;
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}
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pcNew[i] = pcNor.Normalize();
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}
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