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楼主 |
发表于 2016-5-26 13:33:06
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这里找到了一种解法,
确实是把面切线累加,得到顶点切线。。。
不过用累加的方法,同时求法线和切线,
好像有点浪费,
如果已经求了法线,应该有更简单的方法,求切线。。。- #include "Vector4D.h"
- struct Triangle
- {
- unsigned short index[3];
- };
- void CalculateTangentArray(long vertexCount, const Point3D *vertex, const Vector3D *normal,
- const Point2D *texcoord, long triangleCount, const Triangle *triangle, Vector4D *tangent)
- {
- Vector3D *tan1 = new Vector3D[vertexCount * 2];
- Vector3D *tan2 = tan1 + vertexCount;
- ZeroMemory(tan1, vertexCount * sizeof(Vector3D) * 2);
- for (long a = 0; a < triangleCount; a++)
- {
- long i1 = triangle->index[0];
- long i2 = triangle->index[1];
- long i3 = triangle->index[2];
- const Point3D& v1 = vertex[i1];
- const Point3D& v2 = vertex[i2];
- const Point3D& v3 = vertex[i3];
- const Point2D& w1 = texcoord[i1];
- const Point2D& w2 = texcoord[i2];
- const Point2D& w3 = texcoord[i3];
- float x1 = v2.x - v1.x;
- float x2 = v3.x - v1.x;
- float y1 = v2.y - v1.y;
- float y2 = v3.y - v1.y;
- float z1 = v2.z - v1.z;
- float z2 = v3.z - v1.z;
- float s1 = w2.x - w1.x;
- float s2 = w3.x - w1.x;
- float t1 = w2.y - w1.y;
- float t2 = w3.y - w1.y;
- float r = 1.0F / (s1 * t2 - s2 * t1);
- Vector3D sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
- (t2 * z1 - t1 * z2) * r);
- Vector3D tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
- (s1 * z2 - s2 * z1) * r);
- tan1[i1] += sdir;
- tan1[i2] += sdir;
- tan1[i3] += sdir;
- tan2[i1] += tdir;
- tan2[i2] += tdir;
- tan2[i3] += tdir;
- triangle++;
- }
- for (long a = 0; a < vertexCount; a++)
- {
- const Vector3D& n = normal[a];
- const Vector3D& t = tan1[a];
- // Gram-Schmidt orthogonalize
- tangent[a] = (t - n * Dot(n, t)).Normalize();
- // Calculate handedness
- tangent[a].w = (Dot(Cross(n, t), tan2[a]) < 0.0F) ? -1.0F : 1.0F;
- }
- delete[] tan1;
- }
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