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[21] Mesh法线的生成算法

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 1 // 生成顶点法线
 2 bool                        YfCalculateVertexNormal
 3 (
 4     void*                   pNormalsBuffer, 
 5     Yuint                   normalStriding, 
 6     Yuint                   normalPos,  
 7     const void*             pVerticesBuffer,
 8     Yuint                   vertexNum,
 9     Yuint                   vertexStriding,
10     Yuint                   vertexPos,    
11     void*                   pIndicesBuffer,
12     Yuint                   trianglesNum,
13     YeIndexType             indexType,
14     Yuint                   indexStriding,
15     Yuint                   indexPos 
16 )
17 {
18     if (!pNormalsBuffer || !pVerticesBuffer || !pIndicesBuffer ||
19         vertexNum < 3 || trianglesNum < 1)
20     {
21         return false;
22     }
23 
24     char* vertexPtr = (char*)pVerticesBuffer + vertexPos;
25     char* normalPtr = (char*)pNormalsBuffer + normalPos;
26     char* indexPtr  = (char*)pIndicesBuffer + indexPos;
27 
28     const YsVector* curVertexPtr[3];
29     YsVector* curNormalPtr[3];
30     Yuint nOffset = 0;
31     YsVector vSub_1;
32     YsVector vSub_2;
33     YsVector vCross;
34 
35     for (Yuint i = 0; i < vertexNum; i++)
36     {
37         curNormalPtr[0] = (YsVector*)(normalPtr + i * normalStriding);
38         curNormalPtr[0]->SetZero();
39     }
40   
41     if (indexType == YE_INDEX_16_BIT)
42     {
43         YsTriIndex16* triIndexPtr = NULL;
44         for (Yuint i = 0; i < trianglesNum; i++)
45         {
46             triIndexPtr = (YsTriIndex16*)(indexPtr + i * indexStriding);
47             curVertexPtr[0] = (YsVector*)(vertexPtr + triIndexPtr->index0 * vertexStriding);
48             curVertexPtr[1] = (YsVector*)(vertexPtr + triIndexPtr->index1 * vertexStriding);
49             curVertexPtr[2] = (YsVector*)(vertexPtr + triIndexPtr->index2 * vertexStriding);
50             curNormalPtr[0] = (YsVector*)(normalPtr + triIndexPtr->index0 * normalStriding);
51             curNormalPtr[1] = (YsVector*)(normalPtr + triIndexPtr->index1 * normalStriding);
52             curNormalPtr[2] = (YsVector*)(normalPtr + triIndexPtr->index2 * normalStriding);
53 
54             vSub_1 = *curVertexPtr[1] - *curVertexPtr[0];
55             vSub_2 = *curVertexPtr[2] - *curVertexPtr[0];
56             YfVector3Cross(vCross, vSub_1, vSub_2);
57             
58             for (Yuint j = 0; j < 3; j++)
59             {
60                 curNormalPtr[j]->x += vCross.x;
61                 curNormalPtr[j]->y += vCross.y;
62                 curNormalPtr[j]->z += vCross.z;
63             }
64         }
65     }
66     else
67     {
68         YsTriIndex32* triIndexPtr = NULL;
69         for (Yuint i = 0; i < trianglesNum; i++)
70         {
71             triIndexPtr = (YsTriIndex32*)(indexPtr + i * indexStriding);
72             curVertexPtr[0] = (YsVector*)(vertexPtr + triIndexPtr->index0 * vertexStriding);
73             curVertexPtr[1] = (YsVector*)(vertexPtr + triIndexPtr->index1 * vertexStriding);
74             curVertexPtr[2] = (YsVector*)(vertexPtr + triIndexPtr->index2 * vertexStriding);
75             curNormalPtr[0] = (YsVector*)(normalPtr + triIndexPtr->index0 * normalStriding);
76             curNormalPtr[1] = (YsVector*)(normalPtr + triIndexPtr->index1 * normalStriding);
77             curNormalPtr[2] = (YsVector*)(normalPtr + triIndexPtr->index2 * normalStriding);
78 
79             vSub_1 = *curVertexPtr[1] - *curVertexPtr[0];
80             vSub_2 = *curVertexPtr[2] - *curVertexPtr[0];
81             YfVector3Cross(vCross, vSub_1, vSub_2);
82 
83             for (Yuint j = 0; j < 3; j++)
84             {
85                 curNormalPtr[j]->x += vCross.x;
86                 curNormalPtr[j]->y += vCross.y;
87                 curNormalPtr[j]->z += vCross.z;
88             }
89         }
90     }
91 
92     for (Yuint i = 0; i < vertexNum; i++)
93     {
94         curNormalPtr[0] = (YsVector*)(normalPtr + i * normalStriding);
95         curNormalPtr[0]->Normalize();
96     }
97 
98     return true;
99 }
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