- 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:
2026-09-24 14:41:11 -04:00
parent 52c2aab73c
commit a9fd36efa6
2 changed files with 59 additions and 62 deletions
+56 -59
View File
@@ -26,9 +26,6 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr(); const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr();
const uint8_t num_surfaces = original_mesh->get_surface_count(); 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"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
PackedVector3Array impact_points; PackedVector3Array impact_points;
@@ -77,13 +74,15 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
PackedFloat32Array cap_section_weights; PackedFloat32Array cap_section_weights;
PackedInt32Array cap_section_indices; PackedInt32Array cap_section_indices;
std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
std::vector<MeshEditEdge3D> clip_edges; std::vector<MeshEditEdge3D> clip_edges;
for (uint8_t surface = 0; surface < num_surfaces; surface++) for (uint8_t surface = 0; surface < num_surfaces; surface++)
{ {
Ref<Material> original_material = original_mesh->surface_get_material(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 Array &surface_arrays = original_mesh->surface_get_arrays(surface);
const PackedVector3Array &surface_vertex_array = surface_arrays[ArrayMesh::ARRAY_VERTEX]; 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); 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"); 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) for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
{ {
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index]; const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
const Transform3D &skinned_vertex_transform = skinned_vertex_transforms[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(); 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; 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(); const uint8_t num_surfaces = mesh->get_surface_count();
SkinnedSurfaces skinned_vertex_surfaces; if (surface > num_surfaces)
skinned_vertex_surfaces.resize(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) 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(); 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 Vector3 &vertex = mesh_vertex_array[vertex_index];
Transform3D *transforms = new Transform3D[num_bones_per_vertex];
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX]; const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size(); for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
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]; const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
Transform3D *transforms = new Transform3D[num_bones_per_vertex]; const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex); transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight;
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;
} }
skinned_vertex_surfaces[surface] = skinned_vertex_array; Vector3 x_basis, y_basis, z_basis, origin;
vertex_transforms[surface] = skinned_vertex_transforms; 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 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_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();
} }
+1 -1
View File
@@ -83,7 +83,7 @@ protected:
private: private:
static const Vector2 calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis); 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 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); static void build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons);