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Revert "Support calculating normals for indexed meshes" (#12716) and add support for calculating smooth normals (#13333)
# Objective - Refactor the changes merged in #11654 to compute flat normals for indexed meshes instead of smooth normals. - Fixes #12716 ## Solution - Partially revert the changes in #11654 to compute flat normals for both indexed and unindexed meshes in `compute_flat_normals` - Create a new method, `compute_smooth_normals`, that computes smooth normals for indexed meshes - Create a new method, `compute_normals`, that computes smooth normals for indexed meshes and flat normals for unindexed meshes by default. Use this new method instead of `compute_flat_normals`. ## Testing - Run the example with and without the changes to ensure that the results are identical.
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1 changed files with 120 additions and 44 deletions
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@ -544,15 +544,44 @@ impl Mesh {
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}
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/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of a mesh.
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/// If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
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/// normals.
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///
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/// # Panics
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/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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///
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/// FIXME: The should handle more cases since this is called as a part of gltf
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/// FIXME: This should handle more cases since this is called as a part of gltf
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/// mesh loading where we can't really blame users for loading meshes that might
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/// not conform to the limitations here!
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pub fn compute_normals(&mut self) {
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assert!(
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matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
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"`compute_normals` can only work on `TriangleList`s"
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);
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if self.indices().is_none() {
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self.compute_flat_normals();
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} else {
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self.compute_smooth_normals();
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}
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}
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/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of a mesh.
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///
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/// # Panics
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/// Panics if [`Indices`] are set or [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Consider calling [`Mesh::duplicate_vertices`] or exporting your mesh with normal
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/// attributes.
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///
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/// FIXME: This should handle more cases since this is called as a part of gltf
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/// mesh loading where we can't really blame users for loading meshes that might
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/// not conform to the limitations here!
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pub fn compute_flat_normals(&mut self) {
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assert!(
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self.indices().is_none(),
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"`compute_flat_normals` can't work on indexed geometry. Consider calling either `Mesh::compute_smooth_normals` or `Mesh::duplicate_vertices` followed by `Mesh::compute_flat_normals`."
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);
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assert!(
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matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
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"`compute_flat_normals` can only work on `TriangleList`s"
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@ -564,42 +593,6 @@ impl Mesh {
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.as_float3()
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.expect("`Mesh::ATTRIBUTE_POSITION` vertex attributes should be of type `float3`");
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match self.indices() {
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Some(indices) => {
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let mut count: usize = 0;
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let mut corners = [0_usize; 3];
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let mut normals = vec![[0.0f32; 3]; positions.len()];
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let mut adjacency_counts = vec![0_usize; positions.len()];
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for i in indices.iter() {
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corners[count % 3] = i;
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count += 1;
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if count % 3 == 0 {
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let normal = face_normal(
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positions[corners[0]],
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positions[corners[1]],
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positions[corners[2]],
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);
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for corner in corners {
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normals[corner] =
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(Vec3::from(normal) + Vec3::from(normals[corner])).into();
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adjacency_counts[corner] += 1;
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}
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}
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}
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// average (smooth) normals for shared vertices...
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// TODO: support different methods of weighting the average
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for i in 0..normals.len() {
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let count = adjacency_counts[i];
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if count > 0 {
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normals[i] = (Vec3::from(normals[i]) / (count as f32)).normalize().into();
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}
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}
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self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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}
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None => {
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let normals: Vec<_> = positions
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.chunks_exact(3)
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.map(|p| face_normal(p[0], p[1], p[2]))
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@ -608,23 +601,106 @@ impl Mesh {
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self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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}
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/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of an indexed mesh, smoothing normals for shared
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/// vertices.
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///
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/// # Panics
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/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Panics if the mesh does not have indices defined.
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///
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/// FIXME: This should handle more cases since this is called as a part of gltf
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/// mesh loading where we can't really blame users for loading meshes that might
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/// not conform to the limitations here!
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pub fn compute_smooth_normals(&mut self) {
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assert!(
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matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
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"`compute_smooth_normals` can only work on `TriangleList`s"
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);
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assert!(
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self.indices().is_some(),
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"`compute_smooth_normals` can only work on indexed meshes"
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);
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let positions = self
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.attribute(Mesh::ATTRIBUTE_POSITION)
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.unwrap()
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.as_float3()
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.expect("`Mesh::ATTRIBUTE_POSITION` vertex attributes should be of type `float3`");
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let mut normals = vec![Vec3::ZERO; positions.len()];
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let mut adjacency_counts = vec![0_usize; positions.len()];
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self.indices()
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.unwrap()
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.iter()
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.collect::<Vec<usize>>()
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.chunks_exact(3)
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.for_each(|face| {
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let [a, b, c] = [face[0], face[1], face[2]];
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let normal = Vec3::from(face_normal(positions[a], positions[b], positions[c]));
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[a, b, c].iter().for_each(|pos| {
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normals[*pos] += normal;
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adjacency_counts[*pos] += 1;
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});
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});
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// average (smooth) normals for shared vertices...
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// TODO: support different methods of weighting the average
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for i in 0..normals.len() {
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let count = adjacency_counts[i];
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if count > 0 {
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normals[i] = (normals[i] / (count as f32)).normalize();
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}
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}
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self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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}
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/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
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/// If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
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/// normals.
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///
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/// (Alternatively, you can use [`Mesh::compute_normals`] to mutate an existing mesh in-place)
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///
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/// # Panics
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/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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#[must_use]
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pub fn with_computed_normals(mut self) -> Self {
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self.compute_normals();
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self
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}
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/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
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///
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/// (Alternatively, you can use [`Mesh::with_computed_flat_normals`] to mutate an existing mesh in-place)
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/// (Alternatively, you can use [`Mesh::compute_flat_normals`] to mutate an existing mesh in-place)
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///
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/// # Panics
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/// Panics if [`Indices`] are set or [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3` or
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/// if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Consider calling [`Mesh::with_duplicated_vertices`] or export your mesh with normal attributes.
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/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Panics if the mesh has indices defined
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#[must_use]
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pub fn with_computed_flat_normals(mut self) -> Self {
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self.compute_flat_normals();
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self
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}
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/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
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///
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/// (Alternatively, you can use [`Mesh::compute_smooth_normals`] to mutate an existing mesh in-place)
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///
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/// # Panics
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/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Panics if the mesh does not have indices defined.
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#[must_use]
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pub fn with_computed_smooth_normals(mut self) -> Self {
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self.compute_smooth_normals();
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self
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}
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/// Generate tangents for the mesh using the `mikktspace` algorithm.
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///
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/// Sets the [`Mesh::ATTRIBUTE_TANGENT`] attribute if successful.
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