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