fix flat normals not being handled
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bc388640ed
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23e479ae51
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@ -103,7 +103,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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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) -> int:
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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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nonlocal segments, vertex_remap
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vertex_cache_miss_index = -1
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@ -111,19 +111,24 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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cache = vertex_cache[material_index]
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remap = vertex_remap[material_index]
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def get_cache_vertex(vertex_index: int, loop_index: int):
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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 = mesh.loops[loop_index].normal
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else:
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vertex_normal = mesh.vertices[vertex_index].normal
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else:
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vertex_normal = face_normal
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def get_cache_vertex():
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yield mesh.vertices[vertex_index].co.x
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yield mesh.vertices[vertex_index].co.y
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yield mesh.vertices[vertex_index].co.z
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if mesh.has_custom_normals:
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yield mesh.loops[loop_index].normal.x
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yield mesh.loops[loop_index].normal.y
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yield mesh.loops[loop_index].normal.z
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else:
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yield mesh.vertices[vertex_index].normal.x
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yield mesh.vertices[vertex_index].normal.y
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yield mesh.vertices[vertex_index].normal.z
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yield vertex_normal.x
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yield vertex_normal.y
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yield vertex_normal.z
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if mesh.uv_layers.active is not None:
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yield mesh.uv_layers.active.data[loop_index].uv.x
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@ -133,7 +138,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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for v in mesh.vertex_colors.active.data[loop_index].color:
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yield v
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vertex_cache_entry = tuple(get_cache_vertex(vertex_index, loop_index))
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vertex_cache_entry = tuple(get_cache_vertex())
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cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index)
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if cached_vertex_index != vertex_cache_miss_index:
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@ -146,11 +151,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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remap[(vertex_index, loop_index)] = new_index
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segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co))
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if mesh.has_custom_normals:
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segment.normals.append(convert_vector_space(mesh.loops[loop_index].normal))
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else:
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segment.normals.append(convert_vector_space(mesh.vertices[vertex_index].normal))
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segment.normals.append(convert_vector_space(vertex_normal))
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if mesh.uv_layers.active is None:
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segment.texcoords.append(Vector((0.0, 0.0)))
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@ -165,9 +166,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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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]),
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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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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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for segment, remap, polys in zip(segments, vertex_remap, polygons):
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for poly_index in polys:
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