Cycles code refactor: add motion sampled normals attribute.
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@ -601,37 +601,50 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Object *object, float motion
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if(numverts) {
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/* find attributes */
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Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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bool new_attribute = false;
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/* add new attributes if they don't exist already */
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if(!attr_mP) {
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attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
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if(attr_N)
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attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
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new_attribute = true;
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}
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/* load vertex data from mesh */
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float3 *mP = attr_mP->data_float3() + time_index*numverts;
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float3 *mN = (attr_mN)? attr_mN->data_float3() + time_index*numverts: NULL;
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BL::Mesh::vertices_iterator v;
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int i = 0;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i)
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) {
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mP[i] = get_float3(v->co());
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if(mN)
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mN[i] = get_float3(v->normal());
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}
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/* in case of new attribute, we verify if there really was any motion */
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if(new_attribute) {
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if(i != numverts || memcmp(mP, &mesh->verts[0], sizeof(float3)*numverts) == 0) {
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/* no motion, remove attributes again */
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mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
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if(attr_mN)
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mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
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}
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else if(time_index > 0) {
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/* motion, fill up previous steps that we might have skipped because
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* they had no motion, but we need them anyway now */
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float3 *P = &mesh->verts[0];
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float3 *N = (attr_N)? attr_N->data_float3(): NULL;
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for(int step = 0; step < time_index; step++)
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for(int step = 0; step < time_index; step++) {
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memcpy(attr_mP->data_float3() + step*numverts, P, sizeof(float3)*numverts);
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memcpy(attr_mN->data_float3() + step*numverts, N, sizeof(float3)*numverts);
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}
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}
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}
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}
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@ -471,6 +471,7 @@ typedef enum AttributeStandard {
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ATTR_STD_POSITION_UNDEFORMED,
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ATTR_STD_POSITION_UNDISPLACED,
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ATTR_STD_MOTION_VERTEX_POSITION,
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ATTR_STD_MOTION_VERTEX_NORMAL,
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ATTR_STD_PARTICLE,
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ATTR_STD_CURVE_INTERCEPT,
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ATTR_STD_PTEX_FACE_ID,
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@ -165,6 +165,8 @@ const char *Attribute::standard_name(AttributeStandard std)
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return "undisplaced";
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else if(std == ATTR_STD_MOTION_VERTEX_POSITION)
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return "motion_P";
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else if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
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return "motion_N";
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else if(std == ATTR_STD_PARTICLE)
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return "particle";
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else if(std == ATTR_STD_CURVE_INTERCEPT)
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@ -275,6 +277,9 @@ Attribute *AttributeSet::add(AttributeStandard std, ustring name)
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case ATTR_STD_MOTION_VERTEX_POSITION:
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attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX_MOTION);
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break;
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case ATTR_STD_MOTION_VERTEX_NORMAL:
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attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX_MOTION);
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break;
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case ATTR_STD_PTEX_FACE_ID:
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attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE);
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break;
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@ -242,6 +242,21 @@ void Mesh::compute_bounds()
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bounds = bnds;
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}
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static float3 compute_face_normal(const Mesh::Triangle& t, float3 *verts)
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{
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float3 v0 = verts[t.v[0]];
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float3 v1 = verts[t.v[1]];
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float3 v2 = verts[t.v[2]];
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float3 norm = cross(v1 - v0, v2 - v0);
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float normlen = len(norm);
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if(normlen == 0.0f)
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return make_float3(0.0f, 0.0f, 0.0f);
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return norm / normlen;
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}
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void Mesh::add_face_normals()
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{
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/* don't compute if already there */
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@ -261,17 +276,7 @@ void Mesh::add_face_normals()
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++) {
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Triangle t = triangles_ptr[i];
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float3 v0 = verts_ptr[t.v[0]];
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float3 v1 = verts_ptr[t.v[1]];
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float3 v2 = verts_ptr[t.v[2]];
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float3 norm = cross(v1 - v0, v2 - v0);
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float normlen = len(norm);
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if(normlen == 0.0f)
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fN[i] = make_float3(0.0f, 0.0f, 0.0f);
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else
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fN[i] = norm / normlen;
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fN[i] = compute_face_normal(triangles_ptr[i], verts_ptr);
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if(flip)
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fN[i] = -fN[i];
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@ -289,36 +294,69 @@ void Mesh::add_face_normals()
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void Mesh::add_vertex_normals()
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{
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/* don't compute if already there */
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if(attributes.find(ATTR_STD_VERTEX_NORMAL))
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return;
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/* get attributes */
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Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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/* compute vertex normals */
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memset(vN, 0, verts.size()*sizeof(float3));
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bool flip = transform_negative_scaled;
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size_t verts_size = verts.size();
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size_t triangles_size = triangles.size();
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bool flip = transform_negative_scaled;
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if(triangles_size) {
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Triangle *triangles_ptr = &triangles[0];
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/* static vertex normals */
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if(!attributes.find(ATTR_STD_VERTEX_NORMAL)) {
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/* get attributes */
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Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
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for(size_t i = 0; i < triangles_size; i++)
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for(size_t j = 0; j < 3; j++)
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vN[triangles_ptr[i].v[j]] += fN[i];
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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/* compute vertex normals */
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memset(vN, 0, verts.size()*sizeof(float3));
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if(triangles_size) {
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++)
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for(size_t j = 0; j < 3; j++)
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vN[triangles_ptr[i].v[j]] += fN[i];
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}
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for(size_t i = 0; i < verts_size; i++) {
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vN[i] = normalize(vN[i]);
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if(flip)
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vN[i] = -vN[i];
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}
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}
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for(size_t i = 0; i < verts_size; i++) {
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vN[i] = normalize(vN[i]);
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if(flip)
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vN[i] = -vN[i];
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/* motion vertex normals */
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Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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if(false && !attr_mN) {
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/* create attribute */
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attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
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for(int step = 0; step < motion_steps - 1; step++) {
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float3 *mP = attr_mP->data_float3() + step*verts.size();
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float3 *mN = attr_mN->data_float3() + step*verts.size();
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/* compute */
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memset(mN, 0, verts.size()*sizeof(float3));
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if(triangles_size) {
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++) {
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for(size_t j = 0; j < 3; j++) {
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float3 fN = compute_face_normal(triangles_ptr[i], mP);
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mN[triangles_ptr[i].v[j]] += fN;
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}
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}
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}
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for(size_t i = 0; i < verts_size; i++) {
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mN[i] = normalize(mN[i]);
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if(flip)
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mN[i] = -mN[i];
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}
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}
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}
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}
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@ -228,6 +228,8 @@ bool Scene::need_global_attribute(AttributeStandard std)
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return Pass::contains(film->passes, PASS_UV);
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if(std == ATTR_STD_MOTION_VERTEX_POSITION)
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return need_motion() != MOTION_NONE;
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if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
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return need_motion() == MOTION_BLUR;
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return false;
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}
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