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Diffstat (limited to 'io_scene_gltf2/blender')
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_mesh.py25
1 files changed, 8 insertions, 17 deletions
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
index 2d3abb6c..1f7f7b66 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
@@ -145,26 +145,17 @@ class BlenderMesh():
for fi in range(face_idx, face_idx + prim.num_faces):
mesh.polygons[fi].use_smooth = True
elif gltf.import_settings['import_shading'] == "NORMALS":
+ mesh_loops = mesh.loops
for fi in range(face_idx, face_idx + prim.num_faces):
poly = mesh.polygons[fi]
- calc_norm_vertices = []
+ # "Flat normals" are when all the vertices in poly have the
+ # poly's normal. Otherwise, smooth the poly.
for loop_idx in range(poly.loop_start, poly.loop_start + poly.loop_total):
- vert_idx = mesh.loops[loop_idx].vertex_index
- calc_norm_vertices.append(vert_idx)
-
- if len(calc_norm_vertices) == 3:
- # Calcul normal
- vert0 = mesh.vertices[calc_norm_vertices[0]].co
- vert1 = mesh.vertices[calc_norm_vertices[1]].co
- vert2 = mesh.vertices[calc_norm_vertices[2]].co
- calc_normal = (vert1 - vert0).cross(vert2 - vert0).normalized()
-
- # Compare normal to vertex normal
- for i in calc_norm_vertices:
- vec = Vector(bme.verts[i].normal)
- if not calc_normal.dot(vec) > 0.9999999:
- poly.use_smooth = True
- break
+ vi = mesh_loops[loop_idx].vertex_index
+ if poly.normal.dot(bme.verts[vi].normal) <= 0.9999999:
+ poly.use_smooth = True
+ break
+
else:
# shouldn't happen
pass