From bbaa3d01d231e073f0ffc32feecfc9307f4f8c4e Mon Sep 17 00:00:00 2001 From: Jamie Greunbaum Date: Sun, 23 Aug 2026 22:18:47 -0400 Subject: [PATCH] - Implemented a much more efficient bone weight calculation. - Added debug messages for measuring the time each step of a mesh slice takes. --- src/liborng/nodes/mesh_editing_library.cpp | 143 +++++++++++++-------- 1 file changed, 92 insertions(+), 51 deletions(-) diff --git a/src/liborng/nodes/mesh_editing_library.cpp b/src/liborng/nodes/mesh_editing_library.cpp index 4753f95..5d15e8a 100644 --- a/src/liborng/nodes/mesh_editing_library.cpp +++ b/src/liborng/nodes/mesh_editing_library.cpp @@ -11,6 +11,7 @@ #include +#include "godot_cpp/classes/time.hpp" #include "godot_cpp/variant/utility_functions.hpp" using namespace godot; @@ -25,11 +26,17 @@ MeshEditingLibrary::~MeshEditingLibrary() PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original_mesh_instance, const Skeleton3D *original_skeleton, const Plane &local_plane, ArrayMesh *out_first_half, ArrayMesh *out_other_half, const MeshEditCapUV cap_option, const Ref cap_material) { + const Time *time = Time::get_singleton(); + + UtilityFunctions::print("Started slicing mesh at ", time->get_ticks_msec(), "ms"); + const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr(); const uint8_t num_surfaces = original_mesh->get_surface_count(); const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton); + UtilityFunctions::print("Got skinned vertices at ", time->get_ticks_msec(), "ms"); + PackedVector3Array impact_points; PackedVector3Array cap_section_vertices; @@ -158,6 +165,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original PackedInt32Array other_half_section_indices; const PackedInt32Array &surface_index_array = surface_arrays[ArrayMesh::ARRAY_INDEX]; + UtilityFunctions::print("Surface ", surface, " sorted by plane distance at ", time->get_ticks_msec(), "ms"); + if (!(first_half_section_vertices.size() > 0 && other_half_section_vertices.size() > 0)) { if (first_half_section_vertices.size() > 0) @@ -453,6 +462,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original out_other_half->surface_set_material(surface, original_mesh->surface_get_material(surface)); } + UtilityFunctions::print("Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms"); + if (clip_edges.size() > 0) { std::vector edges_2d; @@ -535,6 +546,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original impact_points.append(polygon_centroid); } } + + UtilityFunctions::print("Surface ", surface, " created cap surface at ", time->get_ticks_msec(), "ms"); } if (cap_section_vertices.size() > 0 && cap_section_indices.size() > 0) @@ -575,6 +588,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_other_mesh_section); out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_material); } + + UtilityFunctions::print("Generated final cap surface at ", time->get_ticks_msec(), "ms"); return impact_points; } @@ -585,68 +600,94 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes SkinnedSurfaces skinned_vertex_surfaces; skinned_vertex_surfaces.resize(num_surfaces); - for (uint8_t surface = 0; surface < num_surfaces; surface++) + TypedArray bone_transforms; + if (skeleton) { - 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); - - if (skeleton) + const uint16_t bone_count = skeleton->get_bone_count(); + bone_transforms.resize(bone_count); + for (uint8_t bone_index = 0; bone_index < bone_count; bone_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 uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset]; - const float weight = mesh_weights_array[bone_index_start + bone_index_offset]; - transforms[bone_index_offset] = skeleton->get_bone_global_pose(bone) * skeleton->get_bone_global_rest(bone).inverse() * 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; - } + bone_transforms[bone_index] = skeleton->get_bone_global_pose(bone_index) * skeleton->get_bone_global_rest(bone_index).inverse(); } - else + + 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); + + 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 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; + } + } + + skinned_vertex_surfaces[surface] = skinned_vertex_array; + } + + return skinned_vertex_surfaces; + } + else + { + 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); + for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; 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_surfaces; + return SkinnedSurfaces(); }