Merge pull request #3000 from ey6es/master

Avoid crash on zero-length normals.
This commit is contained in:
AndrewMeadows 2014-06-09 11:29:49 -07:00
commit d8f21b9f44

View file

@ -894,14 +894,15 @@ FBXBlendshape extractBlendshape(const FBXNode& object) {
}
void setTangents(FBXMesh& mesh, int firstIndex, int secondIndex) {
glm::vec3 normal = glm::normalize(mesh.normals.at(firstIndex));
const glm::vec3& normal = mesh.normals.at(firstIndex);
glm::vec3 bitangent = glm::cross(normal, mesh.vertices.at(secondIndex) - mesh.vertices.at(firstIndex));
if (glm::length(bitangent) < EPSILON) {
return;
}
glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
mesh.tangents[firstIndex] += glm::cross(glm::angleAxis(
- atan2f(-texCoordDelta.t, texCoordDelta.s), normal) * glm::normalize(bitangent), normal);
glm::vec3 normalizedNormal = glm::normalize(normal);
mesh.tangents[firstIndex] += glm::cross(glm::angleAxis(-atan2f(-texCoordDelta.t, texCoordDelta.s), normalizedNormal) *
glm::normalize(bitangent), normalizedNormal);
}
QVector<int> getIndices(const QVector<QString> ids, QVector<QString> modelIDs) {