From 3119b17bd6ba3213417070e0ea3f32cad2dc66ea Mon Sep 17 00:00:00 2001 From: Jamie Greunbaum Date: Sun, 23 Aug 2026 22:35:45 -0400 Subject: [PATCH] - Removed superfluous check for a valid skeleton. - Fixed getting mesh vertices on meshes with no skeleton. --- src/liborng/nodes/mesh_editing_library.cpp | 73 +++++++++++----------- 1 file changed, 36 insertions(+), 37 deletions(-) diff --git a/src/liborng/nodes/mesh_editing_library.cpp b/src/liborng/nodes/mesh_editing_library.cpp index 5d15e8a..d764a04 100644 --- a/src/liborng/nodes/mesh_editing_library.cpp +++ b/src/liborng/nodes/mesh_editing_library.cpp @@ -600,10 +600,10 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes SkinnedSurfaces skinned_vertex_surfaces; skinned_vertex_surfaces.resize(num_surfaces); - TypedArray bone_transforms; if (skeleton) { const uint16_t bone_count = skeleton->get_bone_count(); + TypedArray bone_transforms; bone_transforms.resize(bone_count); for (uint8_t bone_index = 0; bone_index < bone_count; bone_index++) { @@ -620,45 +620,42 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes SkinnedVertices skinned_vertex_array; skinned_vertex_array.resize(mesh_vertex_array_size); - if (skeleton) + const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES]; + const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS]; + const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size; + for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++) { - const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES]; - const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS]; - const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size; - for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++) + const Vector3 &vertex = mesh_vertex_array[vertex_index]; + Transform3D *transforms = new Transform3D[num_bones_per_vertex]; + const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex); + for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++) { - const Vector3 &vertex = mesh_vertex_array[vertex_index]; - Transform3D *transforms = new Transform3D[num_bones_per_vertex]; - const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex); - for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++) - { - const float weight = mesh_weights_array[bone_index_start + bone_index_offset]; - const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset]; - transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight; - } - - Vector3 x_basis, y_basis, z_basis, origin; - for (uint8_t transform = 0; transform < num_bones_per_vertex; transform++) - { - x_basis += transforms[transform].basis.rows[0]; - y_basis += transforms[transform].basis.rows[1]; - z_basis += transforms[transform].basis.rows[2]; - origin += transforms[transform].origin; - } - - const Vector3 &transformed_vertex = Vector3( - x_basis.dot(vertex) + origin.x, - y_basis.dot(vertex) + origin.y, - z_basis.dot(vertex) + origin.z); - skinned_vertex_array[vertex_index] = transformed_vertex; - // The above is identical to the code seen below, except the below code does not work. - // This is fucking stupid. - // - // const Transform3D &final_transform = Transform3D(x_basis, y_basis, z_basis, origin); - // skinned_vertex_array[vertex_index] = final_transform.xform(vertex); - - delete transforms; + const float weight = mesh_weights_array[bone_index_start + bone_index_offset]; + const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset]; + transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight; } + + Vector3 x_basis, y_basis, z_basis, origin; + for (uint8_t transform = 0; transform < num_bones_per_vertex; transform++) + { + x_basis += transforms[transform].basis.rows[0]; + y_basis += transforms[transform].basis.rows[1]; + z_basis += transforms[transform].basis.rows[2]; + origin += transforms[transform].origin; + } + + const Vector3 &transformed_vertex = Vector3( + x_basis.dot(vertex) + origin.x, + y_basis.dot(vertex) + origin.y, + z_basis.dot(vertex) + origin.z); + skinned_vertex_array[vertex_index] = transformed_vertex; + // The above is identical to the code seen below, except the below code does not work. + // This is fucking stupid. + // + // const Transform3D &final_transform = Transform3D(x_basis, y_basis, z_basis, origin); + // skinned_vertex_array[vertex_index] = final_transform.xform(vertex); + + delete transforms; } skinned_vertex_surfaces[surface] = skinned_vertex_array; @@ -682,6 +679,8 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes { skinned_vertex_array[vertex_index] = mesh_vertex_array[vertex_index]; } + + skinned_vertex_surfaces[surface] = skinned_vertex_array; } return skinned_vertex_surfaces;