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3DFileViewer: Calculate face-normal from vertex-normals of the triangle
This change calculates the face-normal of the triangle by adding the three vertex-normals and then normalizing. This results in an average of the three vertex-normals.
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parent
5fd58a2663
commit
ed41f48ea4
2 changed files with 26 additions and 4 deletions
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@ -58,10 +58,30 @@ void Mesh::draw(float uv_scale)
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m_vertex_list.at(triangle.c).y,
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m_vertex_list.at(triangle.c).z);
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// Compute the triangle normal
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const FloatVector3 vec_ab = vertex_b - vertex_a;
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const FloatVector3 vec_ac = vertex_c - vertex_a;
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const FloatVector3 normal = vec_ab.cross(vec_ac).normalized();
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FloatVector3 normal;
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if (has_normals()) {
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const FloatVector3 normal_a(
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m_normal_list.at(triangle.normal_index0).x,
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m_normal_list.at(triangle.normal_index0).y,
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m_normal_list.at(triangle.normal_index0).z);
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const FloatVector3 normal_b(
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m_normal_list.at(triangle.normal_index1).x,
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m_normal_list.at(triangle.normal_index1).y,
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m_normal_list.at(triangle.normal_index1).z);
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const FloatVector3 normal_c(
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m_normal_list.at(triangle.normal_index2).x,
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m_normal_list.at(triangle.normal_index2).y,
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m_normal_list.at(triangle.normal_index2).z);
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normal = (normal_a + normal_b + normal_c).normalized();
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} else {
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// Compute the triangle normal
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const FloatVector3 vec_ab = vertex_b - vertex_a;
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const FloatVector3 vec_ac = vertex_c - vertex_a;
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normal = vec_ab.cross(vec_ac).normalized();
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}
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// Compute lighting with a Lambertian color model
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const auto light_intensity = max(light_direction.dot(normal), 0.f);
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@ -27,6 +27,8 @@ public:
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bool is_textured() const { return m_tex_coords.size() > 0; }
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bool has_normals() const { return m_normal_list.size() > 0; }
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private:
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Vector<Vertex> m_vertex_list;
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Vector<TexCoord> m_tex_coords;
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