Commit a803398e authored by DavidWyand-GG's avatar DavidWyand-GG

Fix for Issue #130 for Decals and Smoothing Groups

parent 9a762939
......@@ -827,6 +827,8 @@ bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList
return false;
else if ( meshType == Bounds )
polyList->addBox( mObjBox );
else if ( meshType == VisibleMesh )
mShapeInstance->buildPolyList( polyList, 0 );
else
{
// Everything else is done from the collision meshes
......
......@@ -157,6 +157,11 @@ public:
/// an ID number for that point.
virtual U32 addPoint(const Point3F& p) = 0;
/// Adds a point and normal to the poly list, and returns
/// an ID number for them. Normals are ignored for polylists
/// that do not support them.
virtual U32 addPointAndNormal(const Point3F& p, const Point3F& normal) { return addPoint( p ); }
/// Adds a plane to the poly list, and returns
/// an ID number for that point.
virtual U32 addPlane(const PlaneF& plane) = 0;
......
......@@ -74,6 +74,11 @@ bool ClippedPolyList::isEmpty() const
//----------------------------------------------------------------------------
U32 ClippedPolyList::addPoint(const Point3F& p)
{
return addPointAndNormal( p, Point3F::Zero );
}
U32 ClippedPolyList::addPointAndNormal(const Point3F& p, const Point3F& normal)
{
mVertexList.increment();
Vertex& v = mVertexList.last();
......@@ -82,6 +87,14 @@ U32 ClippedPolyList::addPoint(const Point3F& p)
v.point.z = p.z * mScale.z;
mMatrix.mulP(v.point);
mNormalList.increment();
VectorF& n = mNormalList.last();
n = normal;
if ( !n.isZero() )
mMatrix.mulV(n);
AssertFatal(mNormalList.size() == mVertexList.size(), "Normals count does not match vertex count!");
// Build the plane mask
register U32 mask = 1;
register S32 count = mPlaneList.size();
......@@ -242,6 +255,13 @@ void ClippedPolyList::end()
VectorF vv = v2 - v1;
F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);
mNormalList.increment();
VectorF& n1 = mNormalList[mIndexList[i1]];
VectorF& n2 = mNormalList[mIndexList[i1]];
VectorF nn = mLerp( n1, n2, t );
nn.normalizeSafe();
mNormalList.last() = nn;
mIndexList.push_back/*_noresize*/(mVertexList.size() - 1);
Vertex& iv = mVertexList.last();
iv.point.x = v1.x + vv.x * t;
......@@ -343,12 +363,14 @@ void ClippedPolyList::cullUnusedVerts()
if ( !result )
{
mVertexList.setSize( i );
mNormalList.setSize( i );
break;
}
// Erase unused verts.
numDeleted = (k-1) - i + 1;
mVertexList.erase( i, numDeleted );
mNormalList.erase( i, numDeleted );
// Find any references to vertices after those deleted
// in the mIndexList and correct with an offset
......@@ -407,7 +429,7 @@ void ClippedPolyList::generateNormals()
{
PROFILE_SCOPE( ClippedPolyList_GenerateNormals );
mNormalList.setSize( mVertexList.size() );
AssertFatal(mNormalList.size() == mVertexList.size(), "Normals count does not match vertex count!");
U32 i, polyCount;
VectorF normal;
......@@ -418,6 +440,10 @@ void ClippedPolyList::generateNormals()
U32 n = 0;
for ( ; normalIter != mNormalList.end(); normalIter++, n++ )
{
// Skip normals that already have values.
if ( !normalIter->isZero() )
continue;
// Average all the face normals which
// share this vertex index.
indexIter = mIndexList.begin();
......
......@@ -119,6 +119,7 @@ public:
// AbstractPolyList
bool isEmpty() const;
U32 addPoint(const Point3F& p);
U32 addPointAndNormal(const Point3F& p, const Point3F& normal);
U32 addPlane(const PlaneF& plane);
void begin(BaseMatInstance* material,U32 surfaceKey);
void plane(U32 v1,U32 v2,U32 v3);
......
......@@ -322,9 +322,11 @@ bool TSMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceK
}
else
{
base = polyList->addPoint( mVertexData[firstVert].vert() );
base = polyList->addPointAndNormal( mVertexData[firstVert].vert(), mVertexData[firstVert].normal() );
for ( i = 1; i < vertsPerFrame; i++ )
polyList->addPoint( mVertexData[ i + firstVert ].vert() );
{
polyList->addPointAndNormal( mVertexData[ i + firstVert ].vert(), mVertexData[ i + firstVert ].normal() );
}
}
}
else
......@@ -348,9 +350,9 @@ bool TSMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceK
}
else
{
base = polyList->addPoint( verts[firstVert] );
base = polyList->addPointAndNormal( verts[firstVert], norms[firstVert] );
for ( i = 1; i < vertsPerFrame; i++ )
polyList->addPoint( verts[ i + firstVert ] );
polyList->addPointAndNormal( verts[ i + firstVert ], norms[ i + firstVert ] );
}
}
}
......
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