- Finally fixed that crash caused by accessing invalid bone transform data.
- Skinned vertices are generated per surface, instead of all at once.
This commit is contained in:
@@ -26,9 +26,6 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr();
|
||||
const uint8_t num_surfaces = original_mesh->get_surface_count();
|
||||
|
||||
std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
|
||||
const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton, skinned_vertex_transforms);
|
||||
|
||||
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
|
||||
|
||||
PackedVector3Array impact_points;
|
||||
@@ -77,13 +74,15 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
PackedFloat32Array cap_section_weights;
|
||||
PackedInt32Array cap_section_indices;
|
||||
|
||||
std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
|
||||
std::vector<MeshEditEdge3D> clip_edges;
|
||||
|
||||
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
||||
{
|
||||
Ref<Material> original_material = original_mesh->surface_get_material(surface);
|
||||
|
||||
const SkinnedVertices &surface_skinned_vertex_positions = skinned_vertex_positions[surface];
|
||||
|
||||
std::vector<Transform3D> surface_skinned_vertex_transforms;
|
||||
const SkinnedVertices &surface_skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(surface, original_mesh, original_skeleton, surface_skinned_vertex_transforms);
|
||||
|
||||
const Array &surface_arrays = original_mesh->surface_get_arrays(surface);
|
||||
const PackedVector3Array &surface_vertex_array = surface_arrays[ArrayMesh::ARRAY_VERTEX];
|
||||
@@ -414,6 +413,10 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const Transform3D &interp_bone_transform = surface_skinned_vertex_transforms[base_v[this_vert]].interpolate_with(
|
||||
surface_skinned_vertex_transforms[base_v[next_vert]], alpha);
|
||||
surface_skinned_vertex_transforms.emplace_back(interp_bone_transform);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -476,6 +479,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
out_other_half->surface_set_material(next_surface, original_material);
|
||||
}
|
||||
|
||||
skinned_vertex_transforms.emplace_back(surface_skinned_vertex_transforms);
|
||||
|
||||
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms");
|
||||
}
|
||||
|
||||
@@ -516,6 +521,7 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
||||
{
|
||||
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
|
||||
|
||||
const Transform3D &skinned_vertex_transform = skinned_vertex_transforms[vertex.surface][vertex.index];
|
||||
const Vector3 &local_plane_transformed_normal = skinned_vertex_transform.xform(local_plane_normal).normalized();
|
||||
|
||||
@@ -615,11 +621,15 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
||||
return impact_points;
|
||||
}
|
||||
|
||||
SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton, std::vector<std::vector<Transform3D>> &vertex_transforms)
|
||||
SkinnedVertices MeshEditingLibrary::get_skinned_vertex_positions(const uint8_t surface, const Mesh *mesh, const Skeleton3D *skeleton, std::vector<Transform3D> &vertex_transforms)
|
||||
{
|
||||
const uint8_t num_surfaces = mesh->get_surface_count();
|
||||
SkinnedSurfaces skinned_vertex_surfaces;
|
||||
skinned_vertex_surfaces.resize(num_surfaces);
|
||||
if (surface > num_surfaces)
|
||||
{
|
||||
PRINT_ERROR(MESH_EDITING_LIBRARY_TAG, "This mesh doesn't have that many surfaces! You wrote ", surface, ", but there's only ", num_surfaces, "here!");
|
||||
}
|
||||
|
||||
SkinnedVertices skinned_vertex_array;
|
||||
|
||||
if (skeleton)
|
||||
{
|
||||
@@ -631,61 +641,50 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
|
||||
bone_transforms[bone_index] = skeleton->get_bone_global_pose(bone_index) * skeleton->get_bone_global_rest(bone_index).inverse();
|
||||
}
|
||||
|
||||
vertex_transforms.resize(num_surfaces);
|
||||
const Array &mesh_arrays = mesh->surface_get_arrays(surface);
|
||||
|
||||
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
||||
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
|
||||
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
|
||||
|
||||
skinned_vertex_array.resize(mesh_vertex_array_size);
|
||||
vertex_transforms.resize(mesh_vertex_array_size);
|
||||
|
||||
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 Array &mesh_arrays = mesh->surface_get_arrays(surface);
|
||||
|
||||
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
|
||||
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
|
||||
|
||||
SkinnedVertices skinned_vertex_array;
|
||||
skinned_vertex_array.resize(mesh_vertex_array_size);
|
||||
|
||||
std::vector<Transform3D> skinned_vertex_transforms;
|
||||
skinned_vertex_transforms.resize(mesh_vertex_array_size);
|
||||
|
||||
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 Transform3D &final_bone_transform = Transform3D(
|
||||
x_basis.x, x_basis.y, x_basis.z,
|
||||
y_basis.x, y_basis.y, y_basis.z,
|
||||
z_basis.x, z_basis.y, z_basis.z,
|
||||
origin.x, origin.y, origin.z);
|
||||
skinned_vertex_transforms[vertex_index] = final_bone_transform;
|
||||
skinned_vertex_array[vertex_index] = final_bone_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;
|
||||
}
|
||||
|
||||
skinned_vertex_surfaces[surface] = skinned_vertex_array;
|
||||
vertex_transforms[surface] = skinned_vertex_transforms;
|
||||
|
||||
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 Transform3D &final_bone_transform = Transform3D(
|
||||
x_basis.x, x_basis.y, x_basis.z,
|
||||
y_basis.x, y_basis.y, y_basis.z,
|
||||
z_basis.x, z_basis.y, z_basis.z,
|
||||
origin.x, origin.y, origin.z);
|
||||
vertex_transforms[vertex_index] = final_bone_transform;
|
||||
skinned_vertex_array[vertex_index] = final_bone_transform.xform(vertex);
|
||||
|
||||
delete transforms;
|
||||
}
|
||||
|
||||
return skinned_vertex_surfaces;
|
||||
return skinned_vertex_array;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -703,14 +702,12 @@ 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;
|
||||
return skinned_vertex_array;
|
||||
}
|
||||
|
||||
return SkinnedSurfaces();
|
||||
return SkinnedVertices();
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -83,7 +83,7 @@ protected:
|
||||
private:
|
||||
static const Vector2 calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis);
|
||||
|
||||
static SkinnedSurfaces get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton = nullptr, std::vector<std::vector<Transform3D>> &bone_transforms = std::vector<std::vector<Transform3D>>());
|
||||
static SkinnedVertices get_skinned_vertex_positions(const uint8_t surface, const Mesh *mesh, const Skeleton3D *skeleton = nullptr, std::vector<Transform3D> &bone_transforms = std::vector<Transform3D>());
|
||||
|
||||
static const Transform3D project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane);
|
||||
static void build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons);
|
||||
|
||||
Reference in New Issue
Block a user