Transform mesh's AABB to skeleton's space when calculate mesh's bounds.

This commit is contained in:
ShirenY
2023-11-04 22:09:33 +08:00
parent 3e7f638d7b
commit 27f71c4e78
11 changed files with 122 additions and 25 deletions

View File

@ -287,6 +287,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = new_surface.aabb;
s->bone_aabbs = new_surface.bone_aabbs; //only really useful for returning them.
s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
s->uv_scale = new_surface.uv_scale;
@ -508,6 +509,7 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
}
sd.bone_aabbs = s.bone_aabbs;
sd.mesh_to_skeleton_xform = s.mesh_to_skeleton_xform;
if (mesh->blend_shape_count) {
sd.blend_shape_data = Vector<uint8_t>();
@ -561,15 +563,16 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
int bs = mesh->surfaces[i]->bone_aabbs.size();
const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
const Mesh::Surface &surface = *mesh->surfaces[i];
if ((surface.format & RS::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
int bs = surface.bone_aabbs.size();
const AABB *skbones = surface.bone_aabbs.ptr();
int sbs = skeleton->size;
ERR_CONTINUE(bs > sbs);
const float *baseptr = skeleton->data.ptr();
bool first = true;
bool found_bone_aabb = false;
if (skeleton->use_2d) {
for (int j = 0; j < bs; j++) {
@ -589,11 +592,13 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[1][1] = dataptr[5];
mtx.origin.y = dataptr[7];
AABB baabb = mtx.xform(skbones[j]);
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (first) {
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
@ -621,21 +626,29 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[2][2] = dataptr[10];
mtx.origin.z = dataptr[11];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
}
}
if (found_bone_aabb) {
// Transform skeleton bounds back to mesh's space if any animated AABB applied.
laabb = surface.mesh_to_skeleton_xform.affine_inverse().xform(laabb);
}
if (laabb.size == Vector3()) {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
} else {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
if (i == 0) {

View File

@ -98,6 +98,10 @@ struct Mesh {
Vector<AABB> bone_aabbs;
// Transform used in runtime bone AABBs compute.
// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
Transform3D mesh_to_skeleton_xform;
Vector4 uv_scale;
struct BlendShape {