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Remove workaround for normals not matching winding order (#12460)
Co-authored-by: sfan5 <sfan5@live.de>
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@ -330,9 +330,6 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
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bool checkMeshNormals(scene::IMesh *mesh)
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{
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// Assume correct normals if this many first faces get it right.
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static const u16 MAX_FACES_TO_CHECK = 9;
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u32 buffer_count = mesh->getMeshBufferCount();
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for (u32 i = 0; i < buffer_count; i++) {
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@ -346,19 +343,6 @@ bool checkMeshNormals(scene::IMesh *mesh)
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if (!std::isfinite(length) || length < 1e-10f)
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return false;
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const u16 count = MYMIN(MAX_FACES_TO_CHECK * 3, buffer->getIndexCount() - 3);
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for (u16 i = 0; i < count; i += 3) {
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core::plane3df plane(buffer->getPosition(buffer->getIndices()[i]),
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buffer->getPosition(buffer->getIndices()[i+1]),
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buffer->getPosition(buffer->getIndices()[i+2]));
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for (u16 j = 0; j < 3; j++)
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if (plane.Normal.dotProduct(buffer->getNormal(buffer->getIndices()[i+j])) <= 0)
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return false;
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}
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}
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return true;
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