From f5f4fe7259cb8aeec36cad45e2bc342eda3f109f Mon Sep 17 00:00:00 2001 From: Passive <20432486+PassiveModding@users.noreply.github.com> Date: Thu, 31 Jul 2025 23:07:22 +1000 Subject: [PATCH] Invalid tangent fix example --- Penumbra/Import/Models/Export/MeshExporter.cs | 45 ++++++++++++++++--- 1 file changed, 40 insertions(+), 5 deletions(-) diff --git a/Penumbra/Import/Models/Export/MeshExporter.cs b/Penumbra/Import/Models/Export/MeshExporter.cs index 0070a808..11c84677 100644 --- a/Penumbra/Import/Models/Export/MeshExporter.cs +++ b/Penumbra/Import/Models/Export/MeshExporter.cs @@ -340,6 +340,39 @@ public class MeshExporter return typeof(VertexPositionNormalTangent); } + + private const float UnitLengthThresholdVec3 = 0.00674f; + internal static bool _IsFinite(float value) + { + return float.IsFinite(value); + } + + internal static bool _IsFinite(Vector2 v) + { + return _IsFinite(v.X) && _IsFinite(v.Y); + } + + internal static bool _IsFinite(Vector3 v) + { + return _IsFinite(v.X) && _IsFinite(v.Y) && _IsFinite(v.Z); + } + internal static Boolean IsNormalized(Vector3 normal) + { + if (!_IsFinite(normal)) return false; + + return Math.Abs(normal.Length() - 1) <= UnitLengthThresholdVec3; + } + internal static Vector3 SanitizeNormal(Vector3 normal) + { + if (normal == Vector3.Zero) return Vector3.UnitX; + return IsNormalized(normal) ? normal : Vector3.Normalize(normal); + } + internal static Vector4 SanitizeTangent(Vector4 tangent) + { + var n = SanitizeNormal(new Vector3(tangent.X, tangent.Y, tangent.Z)); + var s = float.IsNaN(tangent.W) ? 1 : tangent.W; + return new Vector4(n, s > 0 ? 1 : -1); + } /// Build a geometry vertex from a vertex's attributes. private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary> attributes) @@ -352,19 +385,21 @@ public class MeshExporter if (_geometryType == typeof(VertexPositionNormal)) return new VertexPositionNormal( ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)), - ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal)) + SanitizeNormal(ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal))) ); if (_geometryType == typeof(VertexPositionNormalTangent)) { // (Bi)tangents are universally stored as ByteFloat4, which uses 0..1 to represent the full -1..1 range. // TODO: While this assumption is safe, it would be sensible to actually check. - var bitangent = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Tangent1)) * 2 - Vector4.One; - + // var bitangent = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Tangent1)) * 2 - Vector4.One; + var vec4 = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Tangent1)); + var bitangent = vec4 with { W = vec4.W == 1 ? 1 : -1 }; + return new VertexPositionNormalTangent( ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)), - ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal)), - bitangent + SanitizeNormal(ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal))), + SanitizeTangent(bitangent) ); }