UpdateNormals
This function calculates normals for a surface.
Syntax
- void UpdateNormals(bool soft=false, float distancetolerance=0.01, float angulartolerance=180.0)
Parameters
- soft: if set to false, the average normal of all connected triangles will be used to calculate normals. Otherwise, an angular threshold algorithm will be used.
- distancetolerance: a tolerance value for the angular threshold algorithm.
- angulartolerance: a tolerance value for the angular threshold algorithm. Edges that are less sharp than this angle will be smoothed.
Example
#include "Leadwerks.h"
using namespace Leadwerks;
int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();
Context* context = Context::Create(window);
World* world = World::Create();
Camera* camera = Camera::Create();
camera->SetRotation(35, 0, 0);
camera->Move(0, 0, -4);
Light* light = DirectionalLight::Create();
light->SetRotation(35, 35, 0);
//Average normal
Model* model = Model::Cylinder();
model->SetColor(1.0, 0.0, 0.0);
model->SetPosition(-2.0, 0.0, 0.0);
Surface* surface = model->GetSurface(0);
surface->UpdateNormals(false);
//Angular threshold at 180 degrees
model = Model::Cylinder();
model->SetColor(0.0, 1.0, 0.0);
model->SetPosition(0.0, 0.0, 0.0);
surface = model->GetSurface(0);
surface->UpdateNormals(true, 0.01, 180);
//Angular threshold at 25 degrees
model = Model::Cylinder();
model->SetColor(0.0, 0.0, 1.0);
model->SetPosition(2.0, 0.0, 0.0);
surface = model->GetSurface(0);
surface->UpdateNormals(true, 0.01, 25);
while (true)
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;
Leadwerks::Time::Update();
world->Update();
world->Render();
context->Sync();
}
return 0;
}