From f5901517259637a7e6fda4a0897f6c96741796d7 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 3 Feb 2010 19:16:18 +0000 Subject: [PATCH] avoid nan tangents which happen with cubes that have generated UVs --- source/blender/blenlib/intern/math_geom.c | 45 +++++++++++++---------- 1 file changed, 25 insertions(+), 20 deletions(-) diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 8fb7a0e1a55..5abd32a45ba 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -1848,28 +1848,33 @@ float *find_vertex_tangent(VertexTangent *vtang, float *uv) void tangent_from_uv(float *uv1, float *uv2, float *uv3, float *co1, float *co2, float *co3, float *n, float *tang) { - float tangv[3], ct[3], e1[3], e2[3], s1, t1, s2, t2, det; + float s1= uv2[0] - uv1[0]; + float s2= uv3[0] - uv1[0]; + float t1= uv2[1] - uv1[1]; + float t2= uv3[1] - uv1[1]; - s1= uv2[0] - uv1[0]; - s2= uv3[0] - uv1[0]; - t1= uv2[1] - uv1[1]; - t2= uv3[1] - uv1[1]; - det= 1.0f / (s1 * t2 - s2 * t1); + if(s1 && s2 && t1 && t2) { /* otherwise 'tang' becomes nan */ + float tangv[3], ct[3], e1[3], e2[3], det; + det= 1.0f / (s1 * t2 - s2 * t1); + + /* normals in render are inversed... */ + sub_v3_v3v3(e1, co1, co2); + sub_v3_v3v3(e2, co1, co3); + tang[0] = (t2*e1[0] - t1*e2[0])*det; + tang[1] = (t2*e1[1] - t1*e2[1])*det; + tang[2] = (t2*e1[2] - t1*e2[2])*det; + tangv[0] = (s1*e2[0] - s2*e1[0])*det; + tangv[1] = (s1*e2[1] - s2*e1[1])*det; + tangv[2] = (s1*e2[2] - s2*e1[2])*det; + cross_v3_v3v3(ct, tang, tangv); - /* normals in render are inversed... */ - sub_v3_v3v3(e1, co1, co2); - sub_v3_v3v3(e2, co1, co3); - tang[0] = (t2*e1[0] - t1*e2[0])*det; - tang[1] = (t2*e1[1] - t1*e2[1])*det; - tang[2] = (t2*e1[2] - t1*e2[2])*det; - tangv[0] = (s1*e2[0] - s2*e1[0])*det; - tangv[1] = (s1*e2[1] - s2*e1[1])*det; - tangv[2] = (s1*e2[2] - s2*e1[2])*det; - cross_v3_v3v3(ct, tang, tangv); - - /* check flip */ - if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f) - negate_v3(tang); + /* check flip */ + if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f) + negate_v3(tang); + } + else { + tang[0]= tang[1]= tang[0]= 0.0; + } } /********************************************************/