-// NT same as calc_vertexnormals, but dont modify the existing vertex normals
-// only recalculate other render data. If this is at some point used for other things than fluidsim,
-// this could be made on option for the normal calc_vertexnormals
-static void calc_fluidsimnormals(Render *re, ObjectRen *obr, int do_nmap_tangent)
-{
- int a;
-
- /* dont clear vertex normals here */
- // OFF for(a=0; a<obr->totvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); ver->n[0]=ver->n[1]=ver->n[2]= 0.0; }
- /* calculate cos of angles and point-masses, use as weight factor to add face normal to vertex */
- for(a=0; a<obr->totvlak; a++) {
- VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if(vlr->flag & ME_SMOOTH) {
- VertRen *v1= vlr->v1;
- VertRen *v2= vlr->v2;
- VertRen *v3= vlr->v3;
- VertRen *v4= vlr->v4;
- float n1[3], n2[3], n3[3], n4[3];
- float fac1, fac2, fac3, fac4=0.0f;
-
- if(re->flag & R_GLOB_NOPUNOFLIP)
- vlr->flag |= R_NOPUNOFLIP;
-
- VecSubf(n1, v2->co, v1->co);
- Normalize(n1);
- VecSubf(n2, v3->co, v2->co);
- Normalize(n2);
- if(v4==NULL) {
- VecSubf(n3, v1->co, v3->co);
- Normalize(n3);
- fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
- fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
- fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
- }
- else {
- VecSubf(n3, v4->co, v3->co);
- Normalize(n3);
- VecSubf(n4, v1->co, v4->co);
- Normalize(n4);
-
- fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
- fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
- fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
- fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
-
- if(!(vlr->flag & R_NOPUNOFLIP)) {
- if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4;
- }
- }
-
- //if(do_nmap_tangent)
- // calc_tangent_vector(obr, vlr, fac1, fac2, fac3, fac4);
- }
- if(do_nmap_tangent) {
- /* tangents still need to be calculated for flat faces too */
- /* weighting removed, they are not vertexnormals */
- //calc_tangent_vector(obr, vlr);
- }
- }
-
- /* do solid faces */
- for(a=0; a<obr->totvlak; a++) {
- VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if((vlr->flag & ME_SMOOTH)==0) {
- float *f1= vlr->v1->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- f1= vlr->v2->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- f1= vlr->v3->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- if(vlr->v4) {
- f1= vlr->v4->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- }
- }
- }
-
- /* normalize vertex normals */
- for(a=0; a<obr->totvert; a++) {
- VertRen *ver= RE_findOrAddVert(obr, a);
- Normalize(ver->n);
- if(do_nmap_tangent) {
- float *tav= RE_vertren_get_tangent(obr, ver, 0);
- if(tav) Normalize(tav);
- }
- }
-}
-