【发布时间】:2016-12-04 04:21:35
【问题描述】:
我正在尝试计算每个顶点加权法线,同时考虑折痕角度。 但是,由于我的游戏中有许多 (>12) 网格对象,因此代码需要永远运行。 是否有更好的方法来计算每个顶点加权法线,同时牢记折痕角度?
下面是一段代码:
if (cosCreaseAngle == 0) { // ignore crease angle, just average all the nermoals keeping area in mind
float area = 0;
for (long pos = 0; pos < m->face_index_vertex.size(); pos++) {
int firstVertex = pos - pos % 3;
area = calcTriangleArea(m->dot_vertex[m->face_index_vertex[firstVertex]], m->dot_vertex[m->face_index_vertex[firstVertex + 1]], m->dot_vertex[m->face_index_vertex[firstVertex + 2]]);
m->dot_normalPerVertexWeighted[m->face_index_vertex[pos]] +=
area*(m->dot_normalPerFace[m->face_index_normalPerFace[pos]]); // multiply by the area
}
}
else { //average the normals only when the angle between normals is less than the crease angle
float area = 0;
for (long pos = 0; pos < m->face_index_vertex.size(); pos++) {
m->dot_normalPerVertexWeighted[m->face_index_vertex[pos]] = m->dot_normalPerFace[m->face_index_normalPerFace[pos]];
for (long adjacentFace = pos + 3; adjacentFace < m->face_index_vertex.size(); adjacentFace++) {
if (m->face_index_vertex[pos] == m->face_index_vertex[adjacentFace]) {
if (cosCreaseAngle < calcAngleBetweenNormals(m->dot_normalPerFace[m->face_index_normalPerFace[pos]], m->dot_normalPerFace[m->face_index_normalPerFace[adjacentFace]])) {
int firstVertex = adjacentFace - adjacentFace % 3;
area = calcTriangleArea(m->dot_vertex[m->face_index_vertex[firstVertex]], m->dot_vertex[m->face_index_vertex[firstVertex + 1]], m->dot_vertex[m->face_index_vertex[firstVertex + 2]]);
m->dot_normalPerVertexWeighted[m->face_index_vertex[pos]] +=
area*(m->dot_normalPerFace[m->face_index_normalPerFace[adjacentFace]]);
}
}
}
}
}
【问题讨论】:
标签: c++ visual-studio opengl normals