Fix in normals calculations when Y is up axis.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8528 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -194,7 +194,12 @@ public class MeshHelper extends AbstractBlenderHelper {
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int v3 = ((Number) mFace.getFieldValue("v3")).intValue();
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int v4 = ((Number) mFace.getFieldValue("v4")).intValue();
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Vector3f n = FastMath.computeNormal(vertices[v1], vertices[v2], vertices[v3]);
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Vector3f n;
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if(fixUpAxis) {
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n = FastMath.computeNormal(vertices[v1], vertices[v3], vertices[v2]);
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} else {
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n = FastMath.computeNormal(vertices[v1], vertices[v2], vertices[v3]);
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}
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this.addNormal(n, normalMap, smooth, vertices[v1], vertices[v2], vertices[v3]);
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normalList.add(normalMap.get(vertices[v1]));
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normalList.add(normalMap.get(vertices[v2]));
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@ -489,7 +494,7 @@ public class MeshHelper extends AbstractBlenderHelper {
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* this exception is thrown when the blend file structure is somehow invalid or corrupted
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*/
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@SuppressWarnings("unchecked")
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public Vector3f[] getVertices(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException {
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private Vector3f[] getVertices(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException {
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int verticesAmount = ((Number) meshStructure.getFieldValue("totvert")).intValue();
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Vector3f[] vertices = new Vector3f[verticesAmount];
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if (verticesAmount == 0) {
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