Added tangent computation alternative method
As stated in the note, I'm not sure if math is right, just followed a reference implementation...
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1 changed files with 10 additions and 3 deletions
13
src/models.c
13
src/models.c
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@ -2175,14 +2175,21 @@ void MeshTangents(Mesh *mesh)
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Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
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Vector3 tangent = tan1[i];
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//Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
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//tangents[i] = (Vector4){ tmp.x, tmp.y, tmp.z };
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// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
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#if defined(COMPUTE_TANGENTS_METHOD_01)
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Vector3 tmp = Vector3Subtract(tangent, Vector3Multiply(normal, Vector3DotProduct(normal, tangent)));
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tmp = Vector3Normalize(tmp);
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mesh->tangents[i*4 + 0] = tmp.x;
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mesh->tangents[i*4 + 1] = tmp.y;
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mesh->tangents[i*4 + 2] = tmp.z;
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mesh->tangents[i*4 + 3] = 1.0f;
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#else
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Vector3OrthoNormalize(&normal, &tangent);
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mesh->tangents[i*4 + 0] = tangent.x;
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mesh->tangents[i*4 + 1] = tangent.y;
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mesh->tangents[i*4 + 2] = tangent.z;
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mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
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#endif
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}
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free(tan1);
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