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Fix GenVertexNormals

Adrian Mark Perez 7 年之前
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7777883fe7
共有 1 个文件被更改,包括 5 次插入7 次删除
  1. 5 7
      code/GenVertexNormalsProcess.cpp

+ 5 - 7
code/GenVertexNormalsProcess.cpp

@@ -146,7 +146,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
         const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
         const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
         const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
-        const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1));
+        const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
 
         for (unsigned int i = 0;i < face.mNumIndices;++i) {
             pMesh->mNormals[face.mIndices[i]] = vNor;
@@ -214,17 +214,15 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
             vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
 
             aiVector3D vr = pMesh->mNormals[i];
-            ai_real vrlen = vr.Length();
 
             aiVector3D pcNor;
             for (unsigned int a = 0; a < verticesFound.size(); ++a) {
                 aiVector3D v = pMesh->mNormals[verticesFound[a]];
 
-                // check whether the angle between the two normals is not too large
-                // HACK: if v.x is qnan the dot product will become qnan, too
-                //   therefore the comparison against fLimit should be false
-                //   in every case.
-                if (v * vr >= fLimit * vrlen * v.Length())
+                // Check whether the angle between the two normals is not too large.
+                // Skip the angle check on our own normal to avoid false negatives
+                // (v*v is not guaranteed to be 1.0 for all unit vectors v)
+                if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit)))
                     pcNor += v;
             }
             pcNew[i] = pcNor.NormalizeSafe();