我想复制一个形状在开放GL与玛雅阿皮,包括法线。让我们以一个立方体作为源形状。
玛雅的MFnMesh::getPoint将返回8分。
玛雅的MFnMesh::getNormals将返回24个法线(每个顶点3个法线,或每个面每个顶点一个法线)。
glDrawElements要求顶点列表和法线列表相对应,这里不是这样的。如何使两个列表对齐,以便glDrawElement正确地将法线分配给顶点?
我认为顶点列表中的顶点需要重复才能变成24点,而MFnMesh::getPolygonVertices需要指向重复的顶点。有什么办法吗?
发布于 2015-07-16 18:38:17
顶点法线不是1:1与顶点:它们只是1:1与顶点面顶点。显示硬边要求玛雅对每个定义边界的顶点都有两个法线值。进入给定顶点的硬边越多,顶点可能支持的法线就越多:它总是至少有一个,但每个传入边最多可以有一个法线。你的24个法线反映了它们每个立方体顶点都有3个硬边。
要正确地获得正常值,您应该使用顶点面顶点,而不是普通顶点。
from maya.api.OpenMaya import MFnMesh, MGlobal, MSpace, MVector
mobj = MGlobal.getSelectionListByName('pCubeShape1').getDagPath(0)
mesh = MFnMesh(mobj)
space = MSpace.kWorld
def vertices_and_normals(mesh_fn, face, space):
'''
mesh_fn = an MFnMesh, face = an integer, space = an MSpace enum valu
'''
normals = [MVector(m) for m in mesh_fn.getFaceVertexNormals(face, space=space)]
verts = [mesh_fn.getPoint(f, space=space) for f in mesh_fn.getPolygonVertices(face)]
return zip(verts, normals)
for f in range(6):
for v, n in vertices_and_normals(mesh,f, space):
print "v", v, "n", n
v (-0.5, -0.5, 0.5, 1) n (0, 0, 1)
v (0.5, -0.5, 0.5, 1) n (0, 0, 1)
v (0.5, 0.5, 0.5, 1) n (0, 0, 1)
v (-0.5, 0.5, 0.5, 1) n (0, 0, 1)
v (-0.5, 0.5, 0.5, 1) n (0, 1, 0)
v (0.5, 0.5, 0.5, 1) n (0, 1, 0)
v (0.5, 0.5, -0.5, 1) n (0, 1, 0)
v (-0.5, 0.5, -0.5, 1) n (0, 1, 0)
v (-0.5, 0.5, -0.5, 1) n (0, 0, -1)
v (0.5, 0.5, -0.5, 1) n (0, 0, -1)
v (0.5, -0.5, -0.5, 1) n (0, 0, -1)
v (-0.5, -0.5, -0.5, 1) n (0, 0, -1)
v (-0.5, -0.5, -0.5, 1) n (0, -1, 0)
v (0.5, -0.5, -0.5, 1) n (0, -1, 0)
v (0.5, -0.5, 0.5, 1) n (0, -1, 0)
v (-0.5, -0.5, 0.5, 1) n (0, -1, 0)
v (0.5, -0.5, 0.5, 1) n (1, 0, 0)
v (0.5, -0.5, -0.5, 1) n (1, 0, 0)
v (0.5, 0.5, -0.5, 1) n (1, 0, 0)
v (0.5, 0.5, 0.5, 1) n (1, 0, 0)
v (-0.5, -0.5, -0.5, 1) n (-1, 0, 0)
v (-0.5, -0.5, 0.5, 1) n (-1, 0, 0)
v (-0.5, 0.5, 0.5, 1) n (-1, 0, 0)
v (-0.5, 0.5, -0.5, 1) n (-1, 0, 0)https://stackoverflow.com/questions/31454205
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