addAnimatedMeshSceneNode(mesh, m_matrixnode);
m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
+
+ if (!checkMeshNormals(mesh)) {
+ infostream << "GenericCAO: recalculating normals for mesh "
+ << m_prop.mesh << std::endl;
+ m_smgr->getMeshManipulator()->
+ recalculateNormals(mesh, true, false);
+ }
+
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(m_prop.visual_size);
src_mesh->setBoundingBox(bbox);
}
+bool checkMeshNormals(scene::IMesh *mesh)
+{
+ u32 buffer_count = mesh->getMeshBufferCount();
+
+ for (u32 i = 0; i < buffer_count; i++) {
+ scene::IMeshBuffer *buffer = mesh->getMeshBuffer(i);
+
+ // Here we intentionally check only first normal, assuming that if buffer
+ // has it valid, then most likely all other ones are fine too. We can
+ // check all of the normals to have length, but it seems like an overkill
+ // hurting the performance and covering only really weird broken models.
+ f32 length = buffer->getNormal(0).getLength();
+
+ if (!isfinite(length) || fabs(length) < 1e-10)
+ return false;
+ }
+
+ return true;
+}
+
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
switch (mesh_buffer->getVertexType()) {
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);
+/*
+ Check if mesh has valid normals and return true if it does.
+ We assume normal to be valid when it's 0 < length < Inf. and not NaN
+ */
+bool checkMeshNormals(scene::IMesh *mesh);
+
/*
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html