--!strict local function prequire(name) local success, result = pcall(require, name); return if success then result else nil end local bench = script and require(script.Parent.bench_support) or prequire("bench_support") or require("../bench_support") function test() type Vertex = { p: vector, uv: vector, n: vector, t: vector, b: vector, h: number } local grid_size = 100 local mesh: { vertices: {Vertex}, indices: {number}, triangle_cone_p: {vector}, triangle_cone_n: {vector} } = { vertices = table.create(grid_size * grid_size), indices = table.create((grid_size - 1) * (grid_size - 1) * 6), triangle_cone_p = table.create((grid_size - 1) * (grid_size - 1) * 2), triangle_cone_n = table.create((grid_size - 1) * (grid_size - 1) * 2) } function init_vertices() local i = 1 for y = 1,grid_size do for x = 1,grid_size do local v: Vertex = {} v.p = vector.create(x, y, math.cos(x) + math.sin(y)) v.uv = vector.create((x-1)/(grid_size-1), (y-1)/(grid_size-1), 0) v.n = vector.create(0, 0, 0) v.b = vector.create(0, 0, 0) v.t = vector.create(0, 0, 0) v.h = 0 mesh.vertices[i] = v i += 1 end end end function init_indices() local i = 1 for y = 1,grid_size-1 do for x = 1,grid_size-1 do mesh.indices[i] = x + (y-1)*grid_size i += 1 mesh.indices[i] = x + y*grid_size i += 1 mesh.indices[i] = (x+1) + (y-1)*grid_size i += 1 mesh.indices[i] = (x+1) + (y-1)*grid_size i += 1 mesh.indices[i] = x + y*grid_size i += 1 mesh.indices[i] = (x+1) + y*grid_size i += 1 end end end function calculate_normals() local norm_sum = 0 for i = 1,#mesh.indices,3 do local a = mesh.vertices[mesh.indices[i]] local b = mesh.vertices[mesh.indices[i + 1]] local c = mesh.vertices[mesh.indices[i + 2]] local n = vector.cross(a.p - b.p, a.p - c.p) a.n += n b.n += n c.n += n end for _,v in ipairs(mesh.vertices) do v.n = vector.normalize(v.n) norm_sum += vector.dot(v.n, v.n) end return norm_sum end function compute_triangle_cones() local mesh_area = 0 local pos = 1 for i = 1,#mesh.indices,3 do local p0 = mesh.vertices[mesh.indices[i]] local p1 = mesh.vertices[mesh.indices[i + 1]] local p2 = mesh.vertices[mesh.indices[i + 2]] local p10 = p1.p - p0.p local p20 = p2.p - p0.p local normal = vector.cross(p10, p20) local area = vector.magnitude(normal) local invarea = (area == 0) and 0 or 1 / area; mesh.triangle_cone_p[pos] = (p0.p + p1.p + p2.p) / 3 mesh.triangle_cone_n[pos] = normal * invarea pos += 1 mesh_area += area end return mesh_area end function compute_tangent_space() local checksum = 0 for i = 1,#mesh.indices,3 do local a = mesh.vertices[mesh.indices[i]] local b = mesh.vertices[mesh.indices[i + 1]] local c = mesh.vertices[mesh.indices[i + 2]] local vba = b.p - a.p local vca = c.p - a.p local uvba = b.uv - a.uv local uvca = c.uv - a.uv local r = 1.0 / (uvba.X * uvca.Y - uvca.X * uvba.Y); local sdir = (uvca.Y * vba - uvba.Y * vca) * r local tdir = (uvba.X * vca - uvca.X * vba) * r a.t += sdir b.t += sdir c.t += sdir a.b += tdir b.b += tdir c.b += tdir end for _,v in ipairs(mesh.vertices) do local t = v.t -- Gram-Schmidt orthogonalize v.t = vector.normalize(t - v.n * vector.dot(v.n, t)) local ht = vector.dot(vector.cross(v.n, t), v.b) v.h = ht < 0 and -1 or 1 checksum += v.t.X + v.h end return checksum end init_vertices() init_indices() calculate_normals() compute_triangle_cones() compute_tangent_space() end bench.runCode(test, "mesh-normal-vector")