calculate polygon normal, tangent, and bitangent,
next step, use them for calculation
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4c40d140a9
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cdf19911f6
@ -18,6 +18,9 @@ struct VertexData
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QVector3D position;
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QVector2D texCoord;
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QVector3D vertexNormal;
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QVector3D polygonNormal;
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QVector3D tangent;
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QVector3D bitangent;
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};
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struct Segment {
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@ -572,18 +572,106 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
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if (tmp_buffer.size() == 5)
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{
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for (size_t i = 0; i < 3; i++)
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new_segment->indices.push_back(tmp_buffer.takeFirst());
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// calculate poylgon normal, tangent and bitangent
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QVector3D vec1, vec2, norm, tan, bi;
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QVector2D uv1, uv2;
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float f;
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vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
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vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
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uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
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uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
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f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
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norm = QVector3D::crossProduct(vec1, vec2).normalized();
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tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
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tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
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tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
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tan.normalize();
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bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
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bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
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bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
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bi.normalize();
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for (int k = 0; k < 3; k++)
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{
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// polygon normal wasn't calculated before
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if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
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{
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new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
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new_segment->vertices[tmp_buffer[k]].tangent = tan;
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new_segment->vertices[tmp_buffer[k]].bitangent = bi;
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new_segment->indices.push_back(tmp_buffer[k]);
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}
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// polygon normal already calculated so duplicate the vertex
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else
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{
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new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
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new_segment->vertices.back().polygonNormal = norm;
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new_segment->vertices.back().tangent = tan;
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new_segment->vertices.back().bitangent = bi;
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new_segment->indices.push_back(new_segment->vertices.size() - 1);
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}
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}
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tmp_buffer.remove(0, 3);
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}
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else if (tmp_buffer.size() > 5)
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{
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unsigned int tmp_multiPolySize = tmp_buffer.size() - 2;
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// calculate poylgon normal, tangent and bitangent
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QVector3D vec1, vec2, norm, tan, bi;
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QVector2D uv1, uv2;
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float f;
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vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
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vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
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uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
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uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
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f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
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norm = QVector3D::crossProduct(vec1, vec2).normalized();
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tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
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tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
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tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
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tan.normalize();
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bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
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bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
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bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
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bi.normalize();
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// for every triangle of the multi polygon..
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for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
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{
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// ..calculate the edge indices
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for (int triEdge = 0; triEdge < 3; triEdge++)
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new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
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{
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int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
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// polygon normal wasn't calculated before
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if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
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{
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new_segment->vertices[curIndi].polygonNormal = norm;
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new_segment->vertices[curIndi].tangent = tan;
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new_segment->vertices[curIndi].bitangent = bi;
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new_segment->indices.push_back(curIndi);
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}
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// polygon normal already calculated so duplicate the vertex
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else
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{
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new_segment->vertices.push_back(new_segment->vertices[curIndi]);
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new_segment->vertices.back().polygonNormal = norm;
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new_segment->vertices.back().tangent = tan;
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new_segment->vertices.back().bitangent = bi;
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new_segment->indices.push_back(new_segment->vertices.size() - 1);
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}
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}
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}
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tmp_buffer.remove(0, tmp_multiPolySize);
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}
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@ -594,17 +682,107 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
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// save the last polygon (no 2 high bit followed)
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if (tmp_buffer.size() == 3)
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{
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for (size_t i = 0; i < 3; i++)
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new_segment->indices.push_back(tmp_buffer.takeFirst());
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// calculate poylgon normal, tangent and bitangent
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QVector3D vec1, vec2, norm, tan, bi;
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QVector2D uv1, uv2;
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float f;
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vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
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vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
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uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
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uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
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f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
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norm = QVector3D::crossProduct(vec1, vec2).normalized();
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tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
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tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
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tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
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tan.normalize();
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bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
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bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
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bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
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bi.normalize();
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for (int k = 0; k < 3; k++)
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{
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//TODO: buffer size == 1; k = 2;
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// polygon normal wasn't calculated before
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if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
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{
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new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
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new_segment->vertices[tmp_buffer[k]].tangent = tan;
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new_segment->vertices[tmp_buffer[k]].bitangent = bi;
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new_segment->indices.push_back(tmp_buffer[k]);
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}
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// polygon normal already calculated so duplicate the vertex
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else
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{
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new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
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new_segment->vertices.back().polygonNormal = norm;
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new_segment->vertices.back().tangent = tan;
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new_segment->vertices.back().bitangent = bi;
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new_segment->indices.push_back(new_segment->vertices.size() - 1);
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}
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}
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tmp_buffer.remove(0, 3);
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}
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else if (tmp_buffer.size() > 3)
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{
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unsigned int tmp_multiPolySize = tmp_buffer.size();
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// calculate poylgon normal, tangent and bitangent
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QVector3D vec1, vec2, norm, tan, bi;
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QVector2D uv1, uv2;
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float f;
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vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
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vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
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uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
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uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
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f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
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norm = QVector3D::crossProduct(vec1, vec2).normalized();
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tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
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tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
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tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
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tan.normalize();
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bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
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bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
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bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
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bi.normalize();
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// for every triangle of the multi polygon..
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for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
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{
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// ..calculate the edge indices
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for (int triEdge = 0; triEdge < 3; triEdge++)
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new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
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{
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int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
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// polygon normal wasn't calculated before
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if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
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{
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new_segment->vertices[curIndi].polygonNormal = norm;
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new_segment->vertices[curIndi].tangent = tan;
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new_segment->vertices[curIndi].bitangent = bi;
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new_segment->indices.push_back(curIndi);
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}
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// polygon normal already calculated so duplicate the vertex
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else
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{
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new_segment->vertices.push_back(new_segment->vertices[curIndi]);
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new_segment->vertices.back().polygonNormal = norm;
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new_segment->vertices.back().tangent = tan;
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new_segment->vertices.back().bitangent = bi;
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new_segment->indices.push_back(new_segment->vertices.size() - 1);
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}
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}
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}
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}
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}
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}
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