diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 9d73e9fb39f..5b567dbc284 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -133,7 +133,7 @@
Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents].
[b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
- [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you.
+ [b]Note:[/b] [method generate_normals] takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to [code]0[/code] using [method set_smooth_group] or leave the smooth group at the default of [code]0[/code]. To generate flat normals, set the smooth group to [code]-1[/code] using [method set_smooth_group] prior to adding vertices.
@@ -241,7 +241,7 @@
- Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.
+ Specifies the smooth group to use for the [i]next[/i] vertex. If this is never called, all vertices will have the default smooth group of [code]0[/code] and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to [code]-1[/code].
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 17e92ddfca6..5a2b917b9a9 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -146,6 +146,25 @@ uint32_t SurfaceTool::VertexHasher::hash(const Vertex &p_vtx) {
return h;
}
+bool SurfaceTool::SmoothGroupVertex::operator==(const SmoothGroupVertex &p_vertex) const {
+ if (vertex != p_vertex.vertex) {
+ return false;
+ }
+
+ if (smooth_group != p_vertex.smooth_group) {
+ return false;
+ }
+
+ return true;
+}
+
+uint32_t SurfaceTool::SmoothGroupVertexHasher::hash(const SmoothGroupVertex &p_vtx) {
+ uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
+ h = hash_murmur3_one_32(p_vtx.smooth_group, h);
+ h = hash_fmix32(h);
+ return h;
+}
+
uint32_t SurfaceTool::TriangleHasher::hash(const int *p_triangle) {
int t0 = p_triangle[0];
int t1 = p_triangle[1];
@@ -1152,7 +1171,7 @@ void SurfaceTool::generate_normals(bool p_flip) {
ERR_FAIL_COND((vertex_array.size() % 3) != 0);
- HashMap vertex_hash;
+ HashMap smooth_hash;
for (uint32_t vi = 0; vi < vertex_array.size(); vi += 3) {
Vertex *v = &vertex_array[vi];
@@ -1165,21 +1184,28 @@ void SurfaceTool::generate_normals(bool p_flip) {
}
for (int i = 0; i < 3; i++) {
- Vector3 *lv = vertex_hash.getptr(v[i]);
- if (!lv) {
- vertex_hash.insert(v[i], normal);
+ // Add face normal to smooth vertex influence if vertex is member of a smoothing group
+ if (v[i].smooth_group != UINT32_MAX) {
+ Vector3 *lv = smooth_hash.getptr(v[i]);
+ if (!lv) {
+ smooth_hash.insert(v[i], normal);
+ } else {
+ (*lv) += normal;
+ }
} else {
- (*lv) += normal;
+ v[i].normal = normal;
}
}
}
for (Vertex &vertex : vertex_array) {
- Vector3 *lv = vertex_hash.getptr(vertex);
- if (!lv) {
- vertex.normal = Vector3();
- } else {
- vertex.normal = lv->normalized();
+ if (vertex.smooth_group != UINT32_MAX) {
+ Vector3 *lv = smooth_hash.getptr(vertex);
+ if (!lv) {
+ vertex.normal = Vector3();
+ } else {
+ vertex.normal = lv->normalized();
+ }
}
}
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index 25e078d2ff1..00438c4a534 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -97,6 +97,21 @@ private:
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
+ struct SmoothGroupVertex {
+ Vector3 vertex;
+ uint32_t smooth_group = 0;
+ bool operator==(const SmoothGroupVertex &p_vertex) const;
+
+ SmoothGroupVertex(const Vertex &p_vertex) {
+ vertex = p_vertex.vertex;
+ smooth_group = p_vertex.smooth_group;
+ };
+ };
+
+ struct SmoothGroupVertexHasher {
+ static _FORCE_INLINE_ uint32_t hash(const SmoothGroupVertex &p_vtx);
+ };
+
struct TriangleHasher {
static _FORCE_INLINE_ uint32_t hash(const int *p_triangle);
static _FORCE_INLINE_ bool compare(const int *p_lhs, const int *p_rhs);