forked from bartvdbraak/blender
avoid nan tangents which happen with cubes that have generated UVs
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6bdfa43431
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f590151725
@ -1848,28 +1848,33 @@ float *find_vertex_tangent(VertexTangent *vtang, float *uv)
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void tangent_from_uv(float *uv1, float *uv2, float *uv3, float *co1, float *co2, float *co3, float *n, float *tang)
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{
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float tangv[3], ct[3], e1[3], e2[3], s1, t1, s2, t2, det;
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float s1= uv2[0] - uv1[0];
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float s2= uv3[0] - uv1[0];
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float t1= uv2[1] - uv1[1];
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float t2= uv3[1] - uv1[1];
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s1= uv2[0] - uv1[0];
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s2= uv3[0] - uv1[0];
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t1= uv2[1] - uv1[1];
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t2= uv3[1] - uv1[1];
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det= 1.0f / (s1 * t2 - s2 * t1);
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if(s1 && s2 && t1 && t2) { /* otherwise 'tang' becomes nan */
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float tangv[3], ct[3], e1[3], e2[3], det;
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det= 1.0f / (s1 * t2 - s2 * t1);
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/* normals in render are inversed... */
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sub_v3_v3v3(e1, co1, co2);
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sub_v3_v3v3(e2, co1, co3);
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tang[0] = (t2*e1[0] - t1*e2[0])*det;
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tang[1] = (t2*e1[1] - t1*e2[1])*det;
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tang[2] = (t2*e1[2] - t1*e2[2])*det;
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tangv[0] = (s1*e2[0] - s2*e1[0])*det;
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tangv[1] = (s1*e2[1] - s2*e1[1])*det;
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tangv[2] = (s1*e2[2] - s2*e1[2])*det;
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cross_v3_v3v3(ct, tang, tangv);
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/* normals in render are inversed... */
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sub_v3_v3v3(e1, co1, co2);
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sub_v3_v3v3(e2, co1, co3);
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tang[0] = (t2*e1[0] - t1*e2[0])*det;
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tang[1] = (t2*e1[1] - t1*e2[1])*det;
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tang[2] = (t2*e1[2] - t1*e2[2])*det;
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tangv[0] = (s1*e2[0] - s2*e1[0])*det;
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tangv[1] = (s1*e2[1] - s2*e1[1])*det;
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tangv[2] = (s1*e2[2] - s2*e1[2])*det;
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cross_v3_v3v3(ct, tang, tangv);
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/* check flip */
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if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f)
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negate_v3(tang);
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/* check flip */
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if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f)
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negate_v3(tang);
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}
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else {
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tang[0]= tang[1]= tang[0]= 0.0;
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}
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}
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/********************************************************/
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