Fixed cloth tangent generation (from 'stabilization/2106' @26c9853f)

- The output vectors were not properly filled with zeros when they already had the expected size.
- The tolerance was too large and was causing patches while computing tangents and bitangents.
- The handedness was inverted to what is expected in the shader (which always inverts tangent's w).

Signed-off-by: moraaar <moraaar@amazon.com>
This commit is contained in:
moraaar
2021-07-28 13:14:56 +01:00
committed by GitHub
parent 5662cb551e
commit d38f17131e
3 changed files with 23 additions and 11 deletions
@@ -12,7 +12,7 @@ namespace NvCloth
{
namespace
{
const float Tolerance = 0.0001f;
const float Tolerance = 1e-7f;
}
bool TangentSpaceHelper::CalculateNormals(
@@ -34,7 +34,8 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
outNormals.resize(vertexCount);
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
// calculate the normals per triangle
for (size_t i = 0; i < triangleCount; ++i)
@@ -115,8 +116,10 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
outTangents.resize(vertexCount);
outBitangents.resize(vertexCount);
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
// calculate the base vectors per triangle
for (size_t i = 0; i < triangleCount; ++i)
@@ -193,9 +196,12 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
outTangents.resize(vertexCount);
outBitangents.resize(vertexCount);
outNormals.resize(vertexCount);
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
// calculate the base vectors per triangle
for (size_t i = 0; i < triangleCount; ++i)