Reworked SubMesh methods
Former-commit-id: daff498f907bb28fdc9c7997c0ba602d640964c3
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@ -24,61 +24,67 @@ NzSubMesh::~NzSubMesh() = default;
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void NzSubMesh::GenerateNormals()
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{
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NzVertexMapper mapper1(this);
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unsigned int vertexCount = mapper1.GetVertexCount();
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for (unsigned int i = 0; i < vertexCount; ++i)
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mapper1.SetNormal(i, NzVector3f::Zero());
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NzVertexMapper mapper(this);
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unsigned int vertexCount = mapper.GetVertexCount();
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mapper1.Unmap();
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NzSparsePtr<NzVector3f> normals = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Normal);
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NzSparsePtr<NzVector3f> positions = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Position);
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for (unsigned int i = 0; i < vertexCount; ++i)
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normals[i].MakeZero();
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NzTriangleIterator iterator(this);
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do
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{
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NzVector3f pos0 = iterator.GetPosition(0);
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NzVector3f pos0 = positions[iterator[0]];
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NzVector3f dv[2];
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dv[0] = iterator.GetPosition(1) - pos0;
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dv[1] = iterator.GetPosition(2) - pos0;
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dv[0] = positions[iterator[1]] - pos0;
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dv[1] = positions[iterator[2]] - pos0;
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NzVector3f normal = dv[0].CrossProduct(dv[1]);
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for (unsigned int i = 0; i < 3; ++i)
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iterator.SetNormal(i, iterator.GetNormal(i) + normal);
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normals[iterator[i]] += normal;
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}
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while (iterator.Advance());
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NzVertexMapper mapper2(this);
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for (unsigned int i = 0; i < vertexCount; ++i)
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mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
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normals[i].Normalize();
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}
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void NzSubMesh::GenerateNormalsAndTangents()
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{
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NzVertexMapper mapper1(this);
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unsigned int vertexCount = mapper1.GetVertexCount();
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NzVertexMapper mapper(this);
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unsigned int vertexCount = mapper.GetVertexCount();
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NzSparsePtr<NzVector3f> normals = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Normal);
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NzSparsePtr<NzVector3f> positions = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Position);
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NzSparsePtr<NzVector3f> tangents = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Tangent);
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NzSparsePtr<NzVector2f> texCoords = mapper.GetAttributePtr<NzVector2f>(nzAttributeUsage_TexCoord);
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for (unsigned int i = 0; i < vertexCount; ++i)
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{
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mapper1.SetNormal(i, NzVector3f::Zero());
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mapper1.SetTangent(i, NzVector3f::Zero());
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normals[i].MakeZero();
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tangents[i].MakeZero();
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}
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mapper1.Unmap();
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NzTriangleIterator iterator(this);
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do
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{
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NzVector3f pos0 = iterator.GetPosition(0);
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NzVector2f uv0 = iterator.GetTexCoord(0);
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NzVector3f pos0 = positions[iterator[0]];
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NzVector3f dv[2];
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dv[0] = iterator.GetPosition(1) - pos0;
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dv[1] = iterator.GetPosition(2) - pos0;
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dv[0] = positions[iterator[1]] - pos0;
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dv[1] = positions[iterator[2]] - pos0;
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NzVector3f normal = dv[0].CrossProduct(dv[1]);
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NzVector2f uv0 = texCoords[iterator[0]];
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NzVector2f duv[2];
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duv[0] = iterator.GetTexCoord(1) - uv0;
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duv[1] = iterator.GetTexCoord(2) - uv0;
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duv[0] = texCoords[iterator[1]] - uv0;
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duv[1] = texCoords[iterator[2]] - uv0;
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float coef = 1.f / (duv[0].x*duv[1].y - duv[1].x*duv[0].y);
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@ -89,39 +95,48 @@ void NzSubMesh::GenerateNormalsAndTangents()
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for (unsigned int i = 0; i < 3; ++i)
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{
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iterator.SetNormal(i, iterator.GetNormal(i) + normal);
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iterator.SetTangent(i, iterator.GetTangent(i) + tangent);
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nzUInt32 index = iterator[i];
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normals[index] += normal;
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tangents[index] += tangent;
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}
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}
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while (iterator.Advance());
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NzVertexMapper mapper2(this);
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for (unsigned int i = 0; i < vertexCount; ++i)
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{
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mapper2.SetNormal(i, NzVector3f::Normalize(mapper2.GetNormal(i)));
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mapper2.SetTangent(i, NzVector3f::Normalize(mapper2.GetTangent(i)));
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normals[i].Normalize();
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tangents[i].Normalize();
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}
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}
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void NzSubMesh::GenerateTangents()
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{
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NzVertexMapper mapper(this);
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NzSparsePtr<NzVector3f> normals = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Normal);
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NzSparsePtr<NzVector3f> positions = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Position);
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NzSparsePtr<NzVector3f> tangents = mapper.GetAttributePtr<NzVector3f>(nzAttributeUsage_Tangent);
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NzSparsePtr<NzVector2f> texCoords = mapper.GetAttributePtr<NzVector2f>(nzAttributeUsage_TexCoord);
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NzTriangleIterator iterator(this);
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do
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{
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NzVector3f pos0 = iterator.GetPosition(0);
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NzVector2f uv0 = iterator.GetTexCoord(0);
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NzVector3f pos0 = positions[iterator[0]];
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NzVector2f uv0 = texCoords[iterator[0]];
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NzVector2f uv1 = texCoords[iterator[1]];
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NzVector2f uv2 = texCoords[iterator[2]];
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NzVector3f dv[2];
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dv[0] = iterator.GetPosition(1) - pos0;
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dv[1] = iterator.GetPosition(2) - pos0;
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dv[0] = positions[iterator[1]] - pos0;
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dv[1] = positions[iterator[2]] - pos0;
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NzVector2f duv[2];
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duv[0] = iterator.GetTexCoord(1) - uv0;
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duv[1] = iterator.GetTexCoord(2) - uv0;
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duv[0] = uv1 - uv0;
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duv[1] = uv2 - uv0;
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float ds[2];
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ds[0] = iterator.GetTexCoord(1).x - uv0.x;
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ds[1] = iterator.GetTexCoord(2).x - uv0.x;
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ds[0] = uv1.x - uv0.x;
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ds[1] = uv2.x - uv0.x;
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NzVector3f ppt;
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ppt.x = ds[0]*dv[1].x - dv[0].x*ds[1];
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@ -131,12 +146,10 @@ void NzSubMesh::GenerateTangents()
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for (unsigned int i = 0; i < 3; ++i)
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{
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NzVector3f normal = iterator.GetNormal(i);
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NzVector3f normal = normals[iterator[i]];
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float d = ppt.DotProduct(normal);
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NzVector3f tangent = ppt - (d * normal);
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iterator.SetTangent(i, tangent);
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tangents[iterator[i]] = ppt - (d * normal);
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}
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}
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while (iterator.Advance());
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