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Unity Recalculate Normals
/*
* The following code was taken from: http://schemingdeveloper.com
*
* Visit our game studio website: http://stopthegnomes.com
*
* License: You may use this code however you see fit, as long as you include this notice
* without any modifications.
*
* You may not publish a paid asset on Unity store if its main function is based on
* the following code, but you may publish a paid asset that uses this code.
*
* If you intend to use this in a Unity store asset or a commercial project, it would
* be appreciated, but not required, if you let me know with a link to the asset. If I
* don't get back to you just go ahead and use it anyway!
* http://schemingdeveloper.com/2017/03/26/better-method-recalculate-normals-unity-part-2/
*/
using System;
using System.Collections.Generic;
using UnityEngine;
public static class NormalSolver
{
/// <summary>
/// Recalculate the normals of a mesh based on an angle threshold. This takes
/// into account distinct vertices that have the same position.
/// </summary>
/// <param name="mesh"></param>
/// <param name="angle">
/// The smoothing angle. Note that triangles that already share
/// the same vertex will be smooth regardless of the angle!
/// </param>
public static void RecalculateNormals(this Mesh mesh, float angle) {
var cosineThreshold = Mathf.Cos(angle * Mathf.Deg2Rad);
var vertices = mesh.vertices;
var normals = new Vector3[vertices.Length];
// Holds the normal of each triangle in each sub mesh.
var triNormals = new Vector3[mesh.subMeshCount][];
var dictionary = new Dictionary<VertexKey, List<VertexEntry>>(vertices.Length);
for (var subMeshIndex = 0; subMeshIndex < mesh.subMeshCount; ++subMeshIndex) {
var triangles = mesh.GetTriangles(subMeshIndex);
triNormals[subMeshIndex] = new Vector3[triangles.Length / 3];
for (var i = 0; i < triangles.Length; i += 3) {
int i1 = triangles[i];
int i2 = triangles[i + 1];
int i3 = triangles[i + 2];
// Calculate the normal of the triangle
Vector3 p1 = vertices[i2] - vertices[i1];
Vector3 p2 = vertices[i3] - vertices[i1];
Vector3 normal = Vector3.Cross(p1, p2).normalized;
int triIndex = i / 3;
triNormals[subMeshIndex][triIndex] = normal;
List<VertexEntry> entry;
VertexKey key;
if (!dictionary.TryGetValue(key = new VertexKey(vertices[i1]), out entry)) {
entry = new List<VertexEntry>(4);
dictionary.Add(key, entry);
}
entry.Add(new VertexEntry(subMeshIndex, triIndex, i1));
if (!dictionary.TryGetValue(key = new VertexKey(vertices[i2]), out entry)) {
entry = new List<VertexEntry>();
dictionary.Add(key, entry);
}
entry.Add(new VertexEntry(subMeshIndex, triIndex, i2));
if (!dictionary.TryGetValue(key = new VertexKey(vertices[i3]), out entry)) {
entry = new List<VertexEntry>();
dictionary.Add(key, entry);
}
entry.Add(new VertexEntry(subMeshIndex, triIndex, i3));
}
}
// Each entry in the dictionary represents a unique vertex position.
foreach (var vertList in dictionary.Values) {
for (var i = 0; i < vertList.Count; ++i) {
var sum = new Vector3();
var lhsEntry = vertList[i];
for (var j = 0; j < vertList.Count; ++j) {
var rhsEntry = vertList[j];
if (lhsEntry.VertexIndex == rhsEntry.VertexIndex) {
sum += triNormals[rhsEntry.MeshIndex][rhsEntry.TriangleIndex];
} else {
// The dot product is the cosine of the angle between the two triangles.
// A larger cosine means a smaller angle.
var dot = Vector3.Dot(
triNormals[lhsEntry.MeshIndex][lhsEntry.TriangleIndex],
triNormals[rhsEntry.MeshIndex][rhsEntry.TriangleIndex]);
if (dot >= cosineThreshold) {
sum += triNormals[rhsEntry.MeshIndex][rhsEntry.TriangleIndex];
}
}
}
normals[lhsEntry.VertexIndex] = sum.normalized;
}
}
mesh.normals = normals;
}
private struct VertexKey
{
private readonly long _x;
private readonly long _y;
private readonly long _z;
// Change this if you require a different precision.
private const int Tolerance = 100000;
// Magic FNV values. Do not change these.
private const long FNV32Init = 0x811c9dc5;
private const long FNV32Prime = 0x01000193;
public VertexKey(Vector3 position) {
_x = (long)(Mathf.Round(position.x * Tolerance));
_y = (long)(Mathf.Round(position.y * Tolerance));
_z = (long)(Mathf.Round(position.z * Tolerance));
}
public override bool Equals(object obj) {
var key = (VertexKey)obj;
return _x == key._x && _y == key._y && _z == key._z;
}
public override int GetHashCode() {
long rv = FNV32Init;
rv ^= _x;
rv *= FNV32Prime;
rv ^= _y;
rv *= FNV32Prime;
rv ^= _z;
rv *= FNV32Prime;
return rv.GetHashCode();
}
}
private struct VertexEntry {
public int MeshIndex;
public int TriangleIndex;
public int VertexIndex;
public VertexEntry(int meshIndex, int triIndex, int vertIndex) {
MeshIndex = meshIndex;
TriangleIndex = triIndex;
VertexIndex = vertIndex;
}
}
}
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