kicad/3d-viewer/3d_mesh_model.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file 3d_mesh_model.cpp
* @brief
*/
#include <fctsys.h>
#include <3d_mesh_model.h>
#include <boost/geometry/algorithms/area.hpp>
#define GLM_FORCE_RADIANS
#include <gal/opengl/glm/gtc/matrix_transform.hpp>
#include <gal/opengl/glm/glm.hpp>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#ifdef USE_OPENMP
#include <omp.h>
#endif // USE_OPENMP
#include "info3d_visu.h"
S3D_MESH::S3D_MESH()
{
isPerFaceNormalsComputed = false;
isPointNormalizedComputed = false;
isPerPointNormalsComputed = false;
isPerVertexNormalsVerified = false;
m_Materials = NULL;
childs.clear();
m_translation = glm::vec3( 0.0f, 0.0f, 0.0f );
m_rotation = glm::vec4( 0.0f, 0.0f, 0.0f, 0.0f );
m_scale = glm::vec3( 1.0f, 1.0f, 1.0f );
}
S3D_MESH::~S3D_MESH()
{
}
CBBOX &S3D_MESH::getBBox( )
{
if( !m_BBox.IsInitialized() )
calcBBoxAllChilds();
return m_BBox;
}
void S3D_MESH::calcBBoxAllChilds( )
{
// Calc your own boudingbox
calcBBox();
for( unsigned int idx = 0; idx < childs.size(); idx++ )
m_BBox.Union( childs[idx]->getBBox() );
CBBOX tmpBBox = m_BBox;
// Calc transformation matrix
glm::mat4 fullTransformMatrix;
glm::mat4 translationMatrix = glm::translate( glm::mat4(), m_translation );
if( m_rotation[3] != 0.0f )
{
glm::mat4 rotationMatrix = glm::rotate( translationMatrix, glm::radians( m_rotation[3] ),
S3D_VERTEX( m_rotation[0], m_rotation[1], m_rotation[2] ) );
fullTransformMatrix = glm::scale( rotationMatrix, m_scale );
}
else
fullTransformMatrix = glm::scale( translationMatrix, m_scale );
// Apply transformation
m_BBox.Set( S3D_VERTEX( fullTransformMatrix * glm::vec4( tmpBBox.Min(), 1.0f ) ),
S3D_VERTEX( fullTransformMatrix * glm::vec4( tmpBBox.Max(), 1.0f ) ) );
}
void S3D_MESH::calcBBox( )
{
CBBOX tmpBBox;
bool firstBBox = true;
bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
// Do not add complete transparent materials
if( useMaterial && (m_Materials != 0) && ( m_MaterialIndex.size() == 0 ) )
if( m_Materials->m_Transparency.size() > 0 )
if( m_Materials->m_Transparency[0] >= 1.0f )
return;
// Calc boudingbox for all coords
for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ )
{
// Do not add complete transparent materials
if( useMaterial && (m_Materials != 0) && ( m_MaterialIndex.size() > idx ) )
if( (int)m_Materials->m_Transparency.size() > m_MaterialIndex[idx] )
if( m_Materials->m_Transparency[m_MaterialIndex[idx]] >= 1.0f )
continue;
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
if( firstBBox )
{
firstBBox = false;
tmpBBox = CBBOX( m_Point[m_CoordIndex[idx][ii]] ); // Initialize with the first vertex found
}
else
tmpBBox.Union( m_Point[m_CoordIndex[idx][ii]] );
}
m_BBox = tmpBBox;
}
void S3D_MESH::openGL_RenderAllChilds( bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects )
{
glEnable( GL_COLOR_MATERIAL ) ;
SetOpenGlDefaultMaterial();
glPushMatrix();
glTranslatef( m_translation.x, m_translation.y, m_translation.z );
glRotatef( m_rotation[3], m_rotation[0], m_rotation[1], m_rotation[2] );
glScalef( m_scale.x, m_scale.y, m_scale.z );
// Render your self
openGL_Render( aIsRenderingJustNonTransparentObjects,
aIsRenderingJustTransparentObjects );
// Render childs recursively
for( unsigned int idx = 0; idx < childs.size(); idx++ )
{
childs[idx]->openGL_RenderAllChilds( aIsRenderingJustNonTransparentObjects,
aIsRenderingJustTransparentObjects );
}
SetOpenGlDefaultMaterial();
glPopMatrix();
}
void S3D_MESH::openGL_Render( bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects )
{
if( (aIsRenderingJustNonTransparentObjects == true) &&
(aIsRenderingJustTransparentObjects == true) )
{
return;
}
//DBG( printf( "openGL_Render" ) );
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bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );
bool smoothShapes = g_Parm_3D_Visu.IsRealisticMode()
&& g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH_NORMALS );
if( m_CoordIndex.size() == 0 )
{
return;
}
if( m_Materials && ( m_MaterialIndex.size() == 0 ) )
{
bool isTransparent = m_Materials->SetOpenGLMaterial( 0, useMaterial );
if( isTransparent && aIsRenderingJustNonTransparentObjects )
return;
if( !isTransparent && aIsRenderingJustTransparentObjects )
return;
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if( useMaterial )
if( m_Materials->m_Transparency.size() > 0 )
if( m_Materials->m_Transparency[0] >= 1.0f )
return;
}
glPushMatrix();
glTranslatef( m_translation.x, m_translation.y, m_translation.z );
glRotatef( m_rotation[3], m_rotation[0], m_rotation[1], m_rotation[2] );
glScalef( m_scale.x, m_scale.y, m_scale.z );
calcPointNormalized();
calcPerFaceNormals();
if( smoothShapes )
{
if( (m_PerVertexNormalsNormalized.size() > 0) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
perVertexNormalsVerify_and_Repair();
else
calcPerPointNormals();
}
for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ )
{
if( m_Materials && ( m_MaterialIndex.size() != 0 ) )
{
if ( m_MaterialIndex.size() > idx )
{
bool isTransparent = m_Materials->SetOpenGLMaterial( m_MaterialIndex[idx], useMaterial );
if( isTransparent && aIsRenderingJustNonTransparentObjects )
continue;
if( !isTransparent && aIsRenderingJustTransparentObjects )
continue;
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if( useMaterial )
if( (int)m_Materials->m_Transparency.size() > m_MaterialIndex[idx] )
if( m_Materials->m_Transparency[m_MaterialIndex[idx]] >= 1.0f )
continue;
}
else
{
// This is only need on debug, because above we are marking the bad elements
DBG( m_Materials->SetOpenGLMaterial( 0, useMaterial ) );
}
}
/*
#if defined(DEBUG)
// Debug Normals
glColor4f( 1.0, 0.0, 1.0, 1.0 );
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
// Flat
if( m_PerFaceNormalsNormalized.size() > 0 )
{
S3D_VERTEX normal = m_PerFaceNormalsNormalized[idx];
glNormal3fv( &normal.x );
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glBegin( GL_LINES );
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
point += normal;
glVertex3fv( &point.x );
glEnd();
}
}
}
#endif
*/
switch( m_CoordIndex[idx].size() )
{
case 3:
glBegin( GL_TRIANGLES );
break;
case 4:
glBegin( GL_QUADS );
break;
default:
glBegin( GL_POLYGON );
break;
}
if( smoothShapes )
{
if( (m_PerVertexNormalsNormalized.size() > 0) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
{
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
glNormal3fv( &normal.x );
/*
#if defined(DEBUG)
// Flag error vertices
if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
{
glColor4f( 1.0, 0.0, 1.0, 1.0 );
}
#endif
*/
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
}
else
{
std::vector< glm::vec3 > normals_list;
normals_list = m_PerFaceVertexNormals[idx];
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glm::vec3 normal = normals_list[ii];
glNormal3fv( &normal.x );
/*
#if defined(DEBUG)
// Flag error vertices
if ((normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0))
{
glColor4f( 1.0, 0.0, 1.0, 1.0 );
}
#endif
*/
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
}
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}
else
{
// Flat
if( m_PerFaceNormalsNormalized.size() > 0 )
{
S3D_VERTEX normal = m_PerFaceNormalsNormalized[idx];
/*
#if defined(DEBUG)
// Flag error vertices
if( (normal.x == 0.0) && (normal.y == 0.0) && (normal.z == 0.0) )
{
DBG( printf("%u\n", idx) );
glColor4f( 1.0, 0.0, 1.0, 1.0 );
}
#endif
*/
glNormal3fv( &normal.x );
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
}
else
{
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
glVertex3fv( &point.x );
}
}
}
glEnd();
}
glPopMatrix();
}
void S3D_MESH::perVertexNormalsVerify_and_Repair()
{
if( isPerVertexNormalsVerified == true )
return;
isPerVertexNormalsVerified = true;
//DBG( printf( "perVertexNormalsVerify_and_Repair\n" ) );
for( unsigned int idx = 0; idx < m_PerVertexNormalsNormalized.size(); idx++ )
{
glm::vec3 normal = m_PerVertexNormalsNormalized[idx];
if( (normal.x == 1.0f) && ((normal.y != 0.0f) || (normal.z != 0.0f)) )
{
normal.y = 0.0f;
normal.z = 0.0f;
}
else
if( (normal.y == 1.0f) && ((normal.x != 0.0f) || (normal.z != 0.0f)) )
{
normal.x = 0.0f;
normal.z = 0.0f;
}
else
if( (normal.z == 1.0f) && ((normal.x != 0.0f) || (normal.y != 0.0f)) )
{
normal.x = 0.0f;
normal.y = 0.0f;
}
else
if( (normal.x < FLT_EPSILON) && (normal.x > -FLT_EPSILON) )
{
normal.x = 0.0f;
}
else
if( (normal.y < FLT_EPSILON) && (normal.y > -FLT_EPSILON) )
{
normal.y = 0.0f;
}
else
if( (normal.z < FLT_EPSILON) && (normal.z > -FLT_EPSILON) )
{
normal.z = 0.0f;
}
float l = glm::length( normal );
if( l > FLT_EPSILON ) // avoid division by zero
{
normal = normal / l;
}
else
{
DBG( printf( " Cannot normalize precomputed normal at idx:%u\n", idx ) );
}
m_PerVertexNormalsNormalized[idx] = normal;
}
}
void S3D_MESH::calcPointNormalized()
{
//DBG( printf( "calcPointNormalized\n" ) );
if( isPointNormalizedComputed == true )
return;
isPointNormalizedComputed = true;
m_PointNormalized.clear();
m_PointNormalized.resize( m_Point.size() );
float biggerPoint = 0.0f;
for( unsigned int i = 0; i < m_Point.size(); i++ )
{
float v;
v = fabs( m_Point[i].x );
if( v > biggerPoint )
biggerPoint = v;
v = fabs( m_Point[i].y );
if( v > biggerPoint )
biggerPoint = v;
v = fabs( m_Point[i].z );
if( v > biggerPoint )
biggerPoint = v;
}
biggerPoint = 1.0 / biggerPoint;
for( unsigned int i = 0; i < m_Point.size(); i++ )
{
m_PointNormalized[i] = m_Point[i] * biggerPoint;
}
}
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bool IsClockwise( glm::vec3 v0, glm::vec3 v1, glm::vec3 v2 )
{
double sum = 0.0;
sum += (v1.x - v0.x) * (v1.y + v0.y);
sum += (v2.x - v1.x) * (v2.y + v1.y);
sum += (v0.x - v2.x) * (v0.y + v2.y);
return sum > FLT_EPSILON;
}
void S3D_MESH::calcPerFaceNormals()
{
//DBG( printf( "calcPerFaceNormals" ) );
if( isPerFaceNormalsComputed == true )
return;
isPerFaceNormalsComputed = true;
bool haveAlreadyNormals_from_model_file = false;
if( ( m_PerFaceNormalsNormalized.size() > 0 ) &&
g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) )
{
haveAlreadyNormals_from_model_file = true;
// !TODO: this is a workarround for some VRML2 modules files (ex: from we-online.de website)
// are using (incorrectly) the normals with m_CoordIndex as per face normal. This maybe be addressed by the parser in the future.
if( ( m_PerFaceNormalsNormalized.size() == m_Point.size() ) &&
( m_PerFaceNormalsNormalized.size() != m_CoordIndex.size() ) )
{
//DBG( printf("m_PerFaceNormalsNormalized.size() != m_CoordIndex.size() Appling a workarroudn recover\n") );
m_NormalIndex = m_CoordIndex;
m_PerVertexNormalsNormalized = m_PerFaceNormalsNormalized;
m_PerFaceNormalsNormalized.clear();
haveAlreadyNormals_from_model_file = false;
}
}
else
{
m_PerFaceNormalsNormalized.clear();
}
m_PerFaceNormalsNormalized.resize( m_CoordIndex.size() );
m_PerFaceNormalsRaw_X_PerFaceSquaredArea.clear();
m_PerFaceNormalsRaw_X_PerFaceSquaredArea.resize( m_CoordIndex.size() );
// There are no points defined for the coordIndex
if( m_PointNormalized.size() == 0 )
{
m_CoordIndex.clear();
return;
}
for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ )
{
glm::vec3 cross_prod;
cross_prod.x = 0.0f;
cross_prod.y = 0.0f;
cross_prod.z = 0.0f;
// Newell's Method
// http://www.opengl.org/wiki/Calculating_a_Surface_Normal
// http://tog.acm.org/resources/GraphicsGems/gemsiii/newell.c
// http://www.iquilezles.org/www/articles/areas/areas.htm
for( unsigned int i = 0; i < m_CoordIndex[idx].size(); i++ )
{
glm::vec3 u = m_PointNormalized[m_CoordIndex[idx][i]];
glm::vec3 v = m_PointNormalized[m_CoordIndex[idx][(i + 1) % m_CoordIndex[idx].size()]];
cross_prod.x += (u.y - v.y) * (u.z + v.z);
cross_prod.y += (u.z - v.z) * (u.x + v.x);
cross_prod.z += (u.x - v.x) * (u.y + v.y);
// This method works same way
/*
cross_prod.x += (u.y * v.z) - (u.z * v.y);
cross_prod.y += (u.z * v.x) - (u.x * v.z);
cross_prod.z += (u.x * v.y) - (u.y * v.x);*/
}
float area = glm::dot( cross_prod, cross_prod );
area = fabs( area );
m_PerFaceNormalsRaw_X_PerFaceSquaredArea[idx] = cross_prod * area;
if( haveAlreadyNormals_from_model_file == false )
{
if( g_Parm_3D_Visu.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) &&
(m_PerVertexNormalsNormalized.size() > 0) )
{
glm::vec3 normalSum;
for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
{
normalSum += m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
}
float l = glm::length( normalSum );
if( l > FLT_EPSILON ) // avoid division by zero
{
normalSum = normalSum / l;
}
else
{
if( ( normalSum.x > normalSum.y ) && ( normalSum.x > normalSum.z ) )
{
normalSum.x = 0.0f;
normalSum.y = 1.0f;
normalSum.z = 0.0f;
}
else if( ( normalSum.y > normalSum.x ) && ( normalSum.y > normalSum.z ) )
{
normalSum.x = 0.0f;
normalSum.y = 1.0f;
normalSum.z = 0.0f;
}
else if( ( normalSum.z > normalSum.x ) && ( normalSum.z > normalSum.y ) )
{
normalSum.x = 0.0f;
normalSum.y = 0.0f;
normalSum.z = 1.0f;
}
else
{
normalSum.x = 0.0f;
normalSum.y = 0.0f;
normalSum.z = 0.0f;
}
}
m_PerFaceNormalsNormalized[idx] = normalSum;
}
else
{
// normalize vertex normal
float l = glm::length( cross_prod );
if( l > FLT_EPSILON ) // avoid division by zero
{
cross_prod = cross_prod / l;
}
else
{
/*
for( unsigned int i = 0; i < m_CoordIndex[idx].size(); i++ )
{
glm::vec3 v = m_PointNormalized[m_CoordIndex[idx][i]];
DBG( printf( "v[%u](%f, %f, %f)", i, v.x, v.y, v.z ) );
}
DBG( printf( "Cannot calc normal idx: %u cross(%f, %f, %f) l:%f m_CoordIndex[idx].size: %u\n",
idx,
cross_prod.x, cross_prod.y, cross_prod.z,
l,
(unsigned int)m_CoordIndex[idx].size()) );
*/
if( ( cross_prod.x > cross_prod.y ) && ( cross_prod.x > cross_prod.z ) )
{
cross_prod.x = 0.0f;
cross_prod.y = 1.0f;
cross_prod.z = 0.0f;
}
else if( ( cross_prod.y > cross_prod.x ) && ( cross_prod.y > cross_prod.z ) )
{
cross_prod.x = 0.0f;
cross_prod.y = 1.0f;
cross_prod.z = 0.0f;
}
else if( ( cross_prod.z > cross_prod.x ) && ( cross_prod.z > cross_prod.y ) )
{
cross_prod.x = 0.0f;
cross_prod.y = 0.0f;
cross_prod.z = 1.0f;
}
else
{
cross_prod.x = 0.0f;
cross_prod.y = 0.0f;
cross_prod.z = 0.0f;
}
}
m_PerFaceNormalsNormalized[idx] = cross_prod;
}
}
}
}
// Documentation literature
// http://www.bytehazard.com/code/vertnorm.html
// http://www.emeyex.com/site/tuts/VertexNormals.pdf
void S3D_MESH::calcPerPointNormals()
{
//DBG( printf( "calcPerPointNormals" ) );
if( isPerPointNormalsComputed == true )
return;
isPerPointNormalsComputed = true;
m_PerFaceVertexNormals.clear();
// Pre-allocate space for the entire vector of vertex normals so we can do parallel writes
m_PerFaceVertexNormals.resize( m_CoordIndex.size() );
for( unsigned int each_face_A_idx = 0; each_face_A_idx < m_CoordIndex.size(); each_face_A_idx++ )
{
m_PerFaceVertexNormals[each_face_A_idx].resize( m_CoordIndex[each_face_A_idx].size() );
}
// Initialize each vertex normal
for( unsigned int each_face_A_idx = 0; each_face_A_idx < m_CoordIndex.size(); each_face_A_idx++ )
{
glm::vec3 initVertexFaceNormal = m_PerFaceNormalsRaw_X_PerFaceSquaredArea[each_face_A_idx];
std::vector< glm::vec3 >& face_A_normals = m_PerFaceVertexNormals[each_face_A_idx];
for( unsigned int each_vert_A_idx = 0; each_vert_A_idx < m_CoordIndex[each_face_A_idx].size(); each_vert_A_idx++ )
{
face_A_normals[each_vert_A_idx] = initVertexFaceNormal;
}
}
#ifdef USE_OPENMP
#pragma omp parallel for
#endif /* USE_OPENMP */
// for each face A in mesh
for( unsigned int each_face_A_idx = 0; each_face_A_idx < m_CoordIndex.size(); each_face_A_idx++ )
{
// n = face A facet normal
std::vector< glm::vec3 >& face_A_normals = m_PerFaceVertexNormals[each_face_A_idx];
// loop through all vertices
// for each vert in face A
for( unsigned int each_vert_A_idx = 0; each_vert_A_idx < m_CoordIndex[each_face_A_idx].size(); each_vert_A_idx++ )
{
int vertexIndexFromFaceA = (int)(m_CoordIndex[each_face_A_idx][each_vert_A_idx]);
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glm::vec3 vector_face_A = m_PerFaceNormalsNormalized[each_face_A_idx];
// for each face B in mesh
for( unsigned int each_face_B_idx = 0; each_face_B_idx < m_CoordIndex.size(); each_face_B_idx++ )
{
//if A != B { // ignore self
if( each_face_A_idx != each_face_B_idx )
{
for( unsigned int ii = 0; ii < m_CoordIndex[each_face_B_idx].size(); ii++ )
{
// Check if there is any vertice in the face B that touch the vertice in face A
if( m_CoordIndex[each_face_B_idx][ii] == vertexIndexFromFaceA )
{
glm::vec3 vector_face_B = m_PerFaceNormalsNormalized[each_face_B_idx];
float dot_prod = glm::dot( vector_face_A, vector_face_B );
if( dot_prod > 0.05f )
face_A_normals[each_vert_A_idx] += m_PerFaceNormalsRaw_X_PerFaceSquaredArea[each_face_B_idx] * dot_prod;
// For each face, only one vertice can touch / share
// another vertice from the other face, so we exit here
break;
}
}
}
}
}
}
#ifdef USE_OPENMP
#pragma omp parallel for
#endif /* USE_OPENMP */
// Normalize
for( unsigned int each_face_A_idx = 0; each_face_A_idx < m_CoordIndex.size(); each_face_A_idx++ )
{
std::vector< glm::vec3 >& face_A_normals = m_PerFaceVertexNormals[each_face_A_idx];
for( unsigned int each_vert_A_idx = 0; each_vert_A_idx < m_CoordIndex[each_face_A_idx].size(); each_vert_A_idx++ )
{
float l = glm::length( face_A_normals[each_vert_A_idx] );
if( l > FLT_EPSILON ) // avoid division by zero
face_A_normals[each_vert_A_idx] /= l;
}
}
}