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@@ -49,16 +49,22 @@ export namespace Mesh {
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}
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}
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- export function computeNormalsImmediate(surface: Mesh) {
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- if (surface.normalsComputed) return;
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+ export function computeNormalsImmediate(mesh: Mesh) {
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+ if (mesh.normalsComputed) return;
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- const normals = surface.normalBuffer.ref.value.length >= surface.vertexCount * 3
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- ? surface.normalBuffer.ref.value : new Float32Array(surface.vertexBuffer.ref.value.length);
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+ const normals = mesh.normalBuffer.ref.value.length >= mesh.vertexCount * 3
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+ ? mesh.normalBuffer.ref.value : new Float32Array(mesh.vertexBuffer.ref.value.length);
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- const v = surface.vertexBuffer.ref.value, triangles = surface.indexBuffer.ref.value;
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+ const v = mesh.vertexBuffer.ref.value, triangles = mesh.indexBuffer.ref.value;
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+
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+ if (normals === mesh.normalBuffer.ref.value) {
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+ for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
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+ normals[i] = 0; normals[i + 1] = 0; normals[i + 2] = 0;
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+ }
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+ }
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const x = Vec3.zero(), y = Vec3.zero(), z = Vec3.zero(), d1 = Vec3.zero(), d2 = Vec3.zero(), n = Vec3.zero();
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- for (let i = 0, ii = 3 * surface.triangleCount; i < ii; i += 3) {
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+ for (let i = 0, ii = 3 * mesh.triangleCount; i < ii; i += 3) {
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const a = 3 * triangles[i], b = 3 * triangles[i + 1], c = 3 * triangles[i + 2];
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Vec3.fromArray(x, v, a);
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@@ -73,7 +79,7 @@ export namespace Mesh {
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normals[c] += n[0]; normals[c + 1] += n[1]; normals[c + 2] += n[2];
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}
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- for (let i = 0, ii = 3 * surface.vertexCount; i < ii; i += 3) {
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+ for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
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const nx = normals[i];
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const ny = normals[i + 1];
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const nz = normals[i + 2];
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@@ -82,8 +88,8 @@ export namespace Mesh {
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// console.log([normals[i], normals[i + 1], normals[i + 2]], [v[i], v[i + 1], v[i + 2]])
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}
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- ValueCell.update(surface.normalBuffer, normals);
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- surface.normalsComputed = true;
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+ ValueCell.update(mesh.normalBuffer, normals);
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+ mesh.normalsComputed = true;
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}
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export function computeNormals(surface: Mesh): Task<Mesh> {
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@@ -101,15 +107,16 @@ export namespace Mesh {
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}
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export function transformRangeImmediate(mesh: Mesh, t: Mat4, offset: number, count: number) {
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- transformPositionArray(t, mesh.vertexBuffer.ref.value, offset, count)
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+ const v = mesh.vertexBuffer.ref.value
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+ transformPositionArray(t, v, offset, count)
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// TODO normals transformation does not work for an unknown reason, ASR
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// if (mesh.normalBuffer.ref.value) {
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// const n = getNormalMatrix(Mat3.zero(), t)
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// transformDirectionArray(n, mesh.normalBuffer.ref.value, offset, count)
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// mesh.normalsComputed = true;
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// }
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+ ValueCell.update(mesh.vertexBuffer, v);
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mesh.normalsComputed = false;
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- // mesh.boundingSphere = void 0;
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}
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export function computeBoundingSphere(mesh: Mesh): Task<Mesh> {
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