I have a 3D model which already has every buffer I can dream : positions, normals, uvs, etc. I would like to modify its geometry (moving an existing vertex or creating a new one) to, for instance, chamfer my edges. I can easily compute the new position and the new normal (3D vectors), but I wonder how to compute the new UVs (2D vector), or rather, deduce them from the adjacent vertices UVs.
It could be cool if someone knows how to do it in a generic way. But maybe my specific use case provides more useful data:
In my specific use case, the new vertex (D) will be on the bisector of the angle α (BAC), which I know. Moreover, as I know the 3D position of every vertex, I have all distances AC, AB and AD.
Seems like I should revise my geometry lessons.. Is trigonometry enough to solve this ?
Thanks in advance !