- Fixed the way handedness/parity is computed in the tangent binormal generator

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10663 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent 08b27f7673
commit cf1ff27234
  1. 50
      engine/src/core/com/jme3/util/TangentBinormalGenerator.java

@ -35,6 +35,7 @@ import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.scene.*;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
@ -442,14 +443,14 @@ public class TangentBinormalGenerator {
{
ArrayList<VertexInfo> vertexMap = linkVertices(mesh);
FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
// FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
FloatBuffer tangents = BufferUtils.createFloatBuffer(vertices.length * 4);
// FloatBuffer binormals = BufferUtils.createFloatBuffer(vertices.length * 3);
Vector3f tangent = new Vector3f();
Vector3f binormal = new Vector3f();
Vector3f normal = new Vector3f();
//Vector3f normal = new Vector3f();
Vector3f givenNormal = new Vector3f();
Vector3f tangentUnit = new Vector3f();
@ -509,24 +510,24 @@ public class TangentBinormalGenerator {
ArrayList<TriangleData> triangles = vertices[i].triangles;
triangleCount += triangles.size();
boolean flippedNormal = false;
// boolean flippedNormal = false;
for (int j = 0; j < triangles.size(); j++) {
TriangleData triangleData = triangles.get(j);
tangent.addLocal(triangleData.tangent);
binormal.addLocal(triangleData.binormal);
if (givenNormal.dot(triangleData.normal) < 0) {
flippedNormal = true;
}
}
if (flippedNormal /*&& approxTangent*/) {
// Generated normal is flipped for this vertex,
// so binormal = normal.cross(tangent) will be flipped in the shader
// log.log(Level.WARNING,
// "Binormal is flipped for vertex {0}.", i);
wCoord = 1;
// if (givenNormal.dot(triangleData.normal) < 0) {
// flippedNormal = true;
// }
}
// if (flippedNormal /*&& approxTangent*/) {
// // Generated normal is flipped for this vertex,
// // so binormal = normal.cross(tangent) will be flipped in the shader
// // log.log(Level.WARNING,
// // "Binormal is flipped for vertex {0}.", i);
//
// wCoord = 1;
// }
}
@ -587,19 +588,20 @@ public class TangentBinormalGenerator {
}
}
Vector3f finalTangent = new Vector3f();
Vector3f tmp = new Vector3f();
for (int i : vertexInfo.indices) {
if (approxTangent) {
// This calculation ensures that normal and tagent have a 90 degree angle.
// Removing this will lead to visual artifacts.
givenNormal.cross(tangent, binormal);
binormal.cross(givenNormal, tangent);
// Gram-Schmidt orthogonalize
finalTangent.set(tangent).subtractLocal(tmp.set(givenNormal).multLocal(givenNormal.dot(tangent)));
finalTangent.normalizeLocal();
wCoord = tmp.set(givenNormal).crossLocal(tangent).dot(binormal) <0f? -1f:1f;
tangent.normalizeLocal();
tangents.put((i * 4), tangent.x);
tangents.put((i * 4) + 1, tangent.y);
tangents.put((i * 4) + 2, tangent.z);
tangents.put((i * 4) + 3, wCoord);
tangents.put((i * 4), finalTangent.x);
tangents.put((i * 4) + 1, finalTangent.y);
tangents.put((i * 4) + 2, finalTangent.z);
tangents.put((i * 4) + 3, wCoord);
} else {
tangents.put((i * 4), tangent.x);
tangents.put((i * 4) + 1, tangent.y);

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