- Removed superfluous check for a valid skeleton.
- Fixed getting mesh vertices on meshes with no skeleton.
This commit is contained in:
@@ -600,10 +600,10 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
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SkinnedSurfaces skinned_vertex_surfaces;
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SkinnedSurfaces skinned_vertex_surfaces;
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skinned_vertex_surfaces.resize(num_surfaces);
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skinned_vertex_surfaces.resize(num_surfaces);
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TypedArray<Transform3D> bone_transforms;
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if (skeleton)
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if (skeleton)
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{
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{
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const uint16_t bone_count = skeleton->get_bone_count();
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const uint16_t bone_count = skeleton->get_bone_count();
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TypedArray<Transform3D> bone_transforms;
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bone_transforms.resize(bone_count);
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bone_transforms.resize(bone_count);
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for (uint8_t bone_index = 0; bone_index < bone_count; bone_index++)
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for (uint8_t bone_index = 0; bone_index < bone_count; bone_index++)
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{
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{
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@@ -620,45 +620,42 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
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SkinnedVertices skinned_vertex_array;
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SkinnedVertices skinned_vertex_array;
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skinned_vertex_array.resize(mesh_vertex_array_size);
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skinned_vertex_array.resize(mesh_vertex_array_size);
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if (skeleton)
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const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES];
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const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS];
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const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size;
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for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++)
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{
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{
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const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES];
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const Vector3 &vertex = mesh_vertex_array[vertex_index];
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const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS];
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Transform3D *transforms = new Transform3D[num_bones_per_vertex];
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const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size;
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const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
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for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++)
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for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
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{
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{
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const Vector3 &vertex = mesh_vertex_array[vertex_index];
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const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
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Transform3D *transforms = new Transform3D[num_bones_per_vertex];
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const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
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const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
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transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight;
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for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
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{
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const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
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const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
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transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight;
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}
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Vector3 x_basis, y_basis, z_basis, origin;
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for (uint8_t transform = 0; transform < num_bones_per_vertex; transform++)
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{
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x_basis += transforms[transform].basis.rows[0];
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y_basis += transforms[transform].basis.rows[1];
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z_basis += transforms[transform].basis.rows[2];
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origin += transforms[transform].origin;
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}
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const Vector3 &transformed_vertex = Vector3(
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x_basis.dot(vertex) + origin.x,
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y_basis.dot(vertex) + origin.y,
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z_basis.dot(vertex) + origin.z);
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skinned_vertex_array[vertex_index] = transformed_vertex;
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// The above is identical to the code seen below, except the below code does not work.
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// This is fucking stupid.
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//
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// const Transform3D &final_transform = Transform3D(x_basis, y_basis, z_basis, origin);
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// skinned_vertex_array[vertex_index] = final_transform.xform(vertex);
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delete transforms;
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}
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}
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Vector3 x_basis, y_basis, z_basis, origin;
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for (uint8_t transform = 0; transform < num_bones_per_vertex; transform++)
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{
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x_basis += transforms[transform].basis.rows[0];
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y_basis += transforms[transform].basis.rows[1];
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z_basis += transforms[transform].basis.rows[2];
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origin += transforms[transform].origin;
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}
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const Vector3 &transformed_vertex = Vector3(
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x_basis.dot(vertex) + origin.x,
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y_basis.dot(vertex) + origin.y,
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z_basis.dot(vertex) + origin.z);
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skinned_vertex_array[vertex_index] = transformed_vertex;
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// The above is identical to the code seen below, except the below code does not work.
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// This is fucking stupid.
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//
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// const Transform3D &final_transform = Transform3D(x_basis, y_basis, z_basis, origin);
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// skinned_vertex_array[vertex_index] = final_transform.xform(vertex);
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delete transforms;
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}
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}
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skinned_vertex_surfaces[surface] = skinned_vertex_array;
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skinned_vertex_surfaces[surface] = skinned_vertex_array;
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@@ -682,6 +679,8 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
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{
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{
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skinned_vertex_array[vertex_index] = mesh_vertex_array[vertex_index];
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skinned_vertex_array[vertex_index] = mesh_vertex_array[vertex_index];
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}
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}
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skinned_vertex_surfaces[surface] = skinned_vertex_array;
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}
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}
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return skinned_vertex_surfaces;
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return skinned_vertex_surfaces;
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