Always calculate and use split normals when exporting mesh in order to account for sharp edges

This commit is contained in:
William Herald Snyder 2022-09-23 11:50:29 -04:00
parent d6973e9793
commit 13a92e46c6
1 changed files with 8 additions and 15 deletions

View File

@ -116,8 +116,8 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
""" Creates a list of GeometrySegment objects from a Blender mesh.
Does NOT create triangle strips in the GeometrySegment however. """
if mesh.has_custom_normals:
mesh.calc_normals_split()
# We have to do this for all meshes to account for sharp edges
mesh.calc_normals_split()
mesh.validate_material_indices()
mesh.calc_loop_triangles()
@ -140,7 +140,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
for segment, material in zip(segments, mesh.materials):
segment.material_name = material.name
def add_vertex(material_index: int, vertex_index: int, loop_index: int, use_smooth_normal: bool, face_normal: Vector) -> int:
def add_vertex(material_index: int, vertex_index: int, loop_index: int) -> int:
nonlocal segments, vertex_remap
vertex_cache_miss_index = -1
@ -148,15 +148,8 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
cache = vertex_cache[material_index]
remap = vertex_remap[material_index]
vertex_normal: Vector
if use_smooth_normal or mesh.use_auto_smooth:
if mesh.has_custom_normals:
vertex_normal = Vector( mesh.loops[loop_index].normal )
else:
vertex_normal = Vector( mesh.vertices[vertex_index].normal )
else:
vertex_normal = Vector(face_normal)
# always use loop normals since we always calculate a custom split set
vertex_normal = Vector( mesh.loops[loop_index].normal )
def get_cache_vertex():
yield mesh.vertices[vertex_index].co.x
@ -213,9 +206,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
for tri in mesh.loop_triangles:
polygons[tri.material_index].add(tri.polygon_index)
segments[tri.material_index].triangles.append([
add_vertex(tri.material_index, tri.vertices[0], tri.loops[0], tri.use_smooth, tri.normal),
add_vertex(tri.material_index, tri.vertices[1], tri.loops[1], tri.use_smooth, tri.normal),
add_vertex(tri.material_index, tri.vertices[2], tri.loops[2], tri.use_smooth, tri.normal)])
add_vertex(tri.material_index, tri.vertices[0], tri.loops[0]),
add_vertex(tri.material_index, tri.vertices[1], tri.loops[1]),
add_vertex(tri.material_index, tri.vertices[2], tri.loops[2])])
for segment, remap, polys in zip(segments, vertex_remap, polygons):
for poly_index in polys: