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Support calculating normals for indexed meshes (#11654)
# Objective - Finish #3987 ## Solution - Rebase and fix typo. Co-authored-by: Robert Bragg <robert@sixbynine.org>
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2 changed files with 54 additions and 23 deletions
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@ -476,18 +476,10 @@ async fn load_gltf<'a, 'b, 'c>(
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if mesh.attribute(Mesh::ATTRIBUTE_NORMAL).is_none()
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&& matches!(mesh.primitive_topology(), PrimitiveTopology::TriangleList)
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{
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let vertex_count_before = mesh.count_vertices();
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mesh.duplicate_vertices();
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mesh.compute_flat_normals();
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let vertex_count_after = mesh.count_vertices();
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if vertex_count_before != vertex_count_after {
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bevy_utils::tracing::debug!("Missing vertex normals in indexed geometry, computing them as flat. Vertex count increased from {} to {}", vertex_count_before, vertex_count_after);
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} else {
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bevy_utils::tracing::debug!(
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"Missing vertex normals in indexed geometry, computing them as flat."
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"Automatically calculating missing vertex normals for geometry."
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);
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}
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mesh.compute_flat_normals();
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}
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if let Some(vertex_attribute) = reader
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@ -544,12 +544,13 @@ impl Mesh {
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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` or
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/// if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
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/// Consider calling [`Mesh::duplicate_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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///
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/// FIXME: The 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!(self.indices().is_none(), "`compute_flat_normals` can't work on indexed geometry. Consider calling `Mesh::duplicate_vertices`.");
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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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@ -561,6 +562,42 @@ 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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@ -569,10 +606,12 @@ impl Mesh {
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self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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}
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}
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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_flat_normals`] to mutate an existing mesh in-place)
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/// (Alternatively, you can use [`Mesh::with_computed_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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