Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames.

This commit is contained in:
Marisa Kirisame 2018-09-25 18:48:00 +02:00 committed by Christoph Oelckers
parent a9b25242cd
commit 670c86cd47
2 changed files with 15 additions and 10 deletions

View file

@ -123,11 +123,14 @@ void FUE1Model::LoadGeometry()
// unpack coords
for ( int j=0; j<3; j++ )
Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
// compute facet normal
FVector3 dir[2];
dir[0] = verts[Poly.V[1]].Pos-verts[Poly.V[0]].Pos;
dir[1] = verts[Poly.V[2]].Pos-verts[Poly.V[0]].Pos;
Poly.Normal = dir[0]^dir[1];
// compute facet normals
for ( int j=0; j<numFrames; j++ )
{
FVector3 dir[2];
dir[0] = verts[Poly.V[1]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
dir[1] = verts[Poly.V[2]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
Poly.Normals.Push(dir[0]^dir[1]);
}
// push
polys.Push(Poly);
}
@ -142,7 +145,7 @@ void FUE1Model::LoadGeometry()
for ( int k=0; k<numPolys; k++ )
{
if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
nsum += polys[k].Normal;
nsum += polys[k].Normals[i];
}
verts[j+numVerts*i].Normal = nsum.Unit();
}
@ -198,6 +201,8 @@ void FUE1Model::UnloadGeometry()
numPolys = 0;
numGroups = 0;
verts.Reset();
for ( int i=0; i<numPolys; i++ )
polys[i].Normals.Reset();
polys.Reset();
for ( int i=0; i<numGroups; i++ )
groups[i].P.Reset();
@ -275,9 +280,9 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
if ( groups[j].type&PT_Curvy ) // use facet normal
{
vert->SetNormal(polys[groups[j].P[k]].Normal.X,
polys[groups[j].P[k]].Normal.Y,
polys[groups[j].P[k]].Normal.Z);
vert->SetNormal(polys[groups[j].P[k]].Normals[i].X,
polys[groups[j].P[k]].Normals[i].Y,
polys[groups[j].P[k]].Normals[i].Z);
}
else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
}

View file

@ -89,7 +89,7 @@ private:
{
int V[3];
FVector2 C[3];
FVector3 Normal;
TArray<FVector3> Normals;
};
struct UE1Group
{