- 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
+22 -25
View File
@@ -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)
{
@@ -631,20 +641,13 @@ 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);
for (uint8_t surface = 0; surface < num_surfaces; surface++)
{
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);
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];
@@ -675,17 +678,13 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
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;
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;
vertex_transforms[surface] = skinned_vertex_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();
}
+1 -1
View File
@@ -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);