Utility/MeshLoader: Fix pre-transformation matrix not affecting normal and tangents in some cases (Fix #131)
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@@ -219,13 +219,16 @@ namespace Nz
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Nz::Matrix4f matrix = Matrix4f::Transform(translate, rotationQuat, scale);
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matrix *= parameters.matrix;
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Nz::Matrix4f normalMatrix = Matrix4f::Rotate(rotationQuat);
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normalMatrix *= parameters.matrix;
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for (unsigned int v = 0; v < header.num_vertices; ++v)
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{
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const MD2_Vertex& vert = vertices[v];
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Vector3f position = matrix * Vector3f(vert.x, vert.y, vert.z);
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vertex->position = position;
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vertex->normal = rotationQuat * md2Normals[vert.n];
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vertex->normal = normalMatrix.Transform(md2Normals[vert.n], 0.f);
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vertex++;
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}
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@@ -244,6 +244,12 @@ namespace Nz
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indexMapper.Unmap(); // Pour laisser les autres tâches affecter l'index buffer
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// Remplissage des vertices
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// Make sure the normal matrix won't rescale our normals
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Nz::Matrix4f normalMatrix = parameters.matrix;
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if (normalMatrix.HasScale())
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normalMatrix.ApplyScale(1.f / normalMatrix.GetScale());
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bool hasNormals = true;
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bool hasTexCoords = true;
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BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
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@@ -259,7 +265,7 @@ namespace Nz
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vertex.position = Vector3f(parameters.matrix * vec);
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if (vertexIndices.normal > 0)
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vertex.normal = normals[vertexIndices.normal-1];
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vertex.normal = normalMatrix.Transform(normals[vertexIndices.normal - 1], 0.f);
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else
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hasNormals = false;
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