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Refactor SkinnedMesh (#15522)

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Lars Müller 2024-12-12 15:33:08 +01:00 committed by GitHub
parent d123bc0951
commit 1e59b9a756
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10 changed files with 387 additions and 896 deletions

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@ -9,6 +9,7 @@
#include "SMeshBuffer.h"
#include "SSkinMeshBuffer.h"
#include "quaternion.h"
#include "vector3d.h"
#include <optional>
#include <string>
@ -18,18 +19,6 @@ namespace irr
namespace scene
{
enum E_INTERPOLATION_MODE
{
// constant does use the current key-values without interpolation
EIM_CONSTANT = 0,
// linear interpolation
EIM_LINEAR,
//! count of all available interpolation modes
EIM_COUNT
};
class IAnimatedMeshSceneNode;
class IBoneSceneNode;
class ISceneManager;
@ -38,7 +27,14 @@ class SkinnedMesh : public IAnimatedMesh
{
public:
//! constructor
SkinnedMesh();
SkinnedMesh() :
EndFrame(0.f), FramesPerSecond(25.f),
LastAnimatedFrame(-1), SkinnedLastFrame(false),
HasAnimation(false), PreparedForSkinning(false),
AnimateNormals(true), HardwareSkinning(false)
{
SkinningBuffers = &LocalBuffers;
}
//! destructor
virtual ~SkinnedMesh();
@ -58,9 +54,8 @@ public:
//! returns the animated mesh for the given frame
IMesh *getMesh(f32) override;
//! Animates this mesh's joints based on frame input
//! blend: {0-old position, 1-New position}
void animateMesh(f32 frame, f32 blend);
//! Animates joints based on frame input
void animateMesh(f32 frame);
//! Performs a software skin on this mesh based of joint positions
void skinMesh();
@ -82,10 +77,14 @@ public:
void setTextureSlot(u32 meshbufNr, u32 textureSlot);
//! returns an axis aligned bounding box
const core::aabbox3d<f32> &getBoundingBox() const override;
const core::aabbox3d<f32> &getBoundingBox() const override {
return BoundingBox;
}
//! set user axis aligned bounding box
void setBoundingBox(const core::aabbox3df &box) override;
void setBoundingBox(const core::aabbox3df &box) override {
BoundingBox = box;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
@ -94,7 +93,9 @@ public:
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
//! Returns the type of the animated mesh.
E_ANIMATED_MESH_TYPE getMeshType() const override;
E_ANIMATED_MESH_TYPE getMeshType() const override {
return EAMT_SKINNED;
}
//! Gets joint count.
u32 getJointCount() const;
@ -112,18 +113,19 @@ public:
//! Update Normals when Animating
/** \param on If false don't animate, which is faster.
Else update normals, which allows for proper lighting of
animated meshes. */
void updateNormalsWhenAnimating(bool on);
//! Sets Interpolation Mode
void setInterpolationMode(E_INTERPOLATION_MODE mode);
animated meshes (default). */
void updateNormalsWhenAnimating(bool on) {
AnimateNormals = on;
}
//! converts the vertex type of all meshbuffers to tangents.
/** E.g. used for bump mapping. */
void convertMeshToTangents();
//! Does the mesh have no animation
bool isStatic() const;
bool isStatic() const {
return !HasAnimation;
}
//! Allows to enable hardware skinning.
/* This feature is not implemented in Irrlicht yet */
@ -138,16 +140,13 @@ public:
virtual void updateBoundingBox();
//! Recovers the joints from the mesh
void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
void recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes);
//! Transfers the joint data to the mesh
void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
//! Transfers the joint hints to the mesh
void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
void transferJointsToMesh(const std::vector<IBoneSceneNode *> &jointChildSceneNodes);
//! Creates an array of joints from this mesh as children of node
void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
void addJoints(std::vector<IBoneSceneNode *> &jointChildSceneNodes,
IAnimatedMeshSceneNode *node,
ISceneManager *smgr);
@ -171,35 +170,133 @@ public:
core::vector3df StaticNormal;
};
//! Animation keyframe which describes a new position
struct SPositionKey
{
f32 frame;
core::vector3df position;
template <class T>
struct Channel {
struct Frame {
f32 time;
T value;
};
std::vector<Frame> frames;
bool interpolate = true;
bool empty() const {
return frames.empty();
}
f32 getEndFrame() const {
return frames.empty() ? 0 : frames.back().time;
}
void pushBack(f32 time, const T &value) {
frames.push_back({time, value});
}
void append(const Channel<T> &other) {
frames.insert(frames.end(), other.frames.begin(), other.frames.end());
}
void cleanup() {
if (frames.empty())
return;
std::vector<Frame> ordered;
ordered.push_back(frames.front());
// Drop out-of-order frames
for (auto it = frames.begin() + 1; it != frames.end(); ++it) {
if (it->time > ordered.back().time) {
ordered.push_back(*it);
}
}
frames.clear();
// Drop redundant middle keys
frames.push_back(ordered.front());
for (u32 i = 1; i < ordered.size() - 1; ++i) {
if (ordered[i - 1].value != ordered[i].value
|| ordered[i + 1].value != ordered[i].value) {
frames.push_back(ordered[i]);
}
}
if (ordered.size() > 1)
frames.push_back(ordered.back());
frames.shrink_to_fit();
}
static core::quaternion interpolateValue(core::quaternion from, core::quaternion to, f32 time) {
core::quaternion result;
result.slerp(from, to, time, 0.001f);
return result;
}
static core::vector3df interpolateValue(core::vector3df from, core::vector3df to, f32 time) {
// Note: `from` and `to` are swapped here compared to quaternion slerp
return to.getInterpolated(from, time);
}
std::optional<T> get(f32 time) const {
if (frames.empty())
return std::nullopt;
const auto next = std::lower_bound(frames.begin(), frames.end(), time, [](const auto& frame, f32 time) {
return frame.time < time;
});
if (next == frames.begin())
return next->value;
if (next == frames.end())
return frames.back().value;
const auto prev = next - 1;
if (!interpolate)
return prev->value;
return interpolateValue(prev->value, next->value, (time - prev->time) / (next->time - prev->time));
}
};
//! Animation keyframe which describes a new scale
struct SScaleKey
{
f32 frame;
core::vector3df scale;
};
struct Keys {
Channel<core::vector3df> position;
Channel<core::quaternion> rotation;
Channel<core::vector3df> scale;
//! Animation keyframe which describes a new rotation
struct SRotationKey
{
f32 frame;
core::quaternion rotation;
bool empty() const {
return position.empty() && rotation.empty() && scale.empty();
}
void append(const Keys &other) {
position.append(other.position);
rotation.append(other.rotation);
scale.append(other.scale);
}
f32 getEndFrame() const {
return std::max({
position.getEndFrame(),
rotation.getEndFrame(),
scale.getEndFrame()
});
}
void updateTransform(f32 frame,
core::vector3df &t, core::quaternion &r, core::vector3df &s) const
{
if (auto pos = position.get(frame))
t = *pos;
if (auto rot = rotation.get(frame))
r = *rot;
if (auto scl = scale.get(frame))
s = *scl;
}
void cleanup() {
position.cleanup();
rotation.cleanup();
scale.cleanup();
}
};
//! Joints
struct SJoint
{
SJoint() :
UseAnimationFrom(0), GlobalSkinningSpace(false),
positionHint(-1), scaleHint(-1), rotationHint(-1)
{
}
SJoint() : GlobalSkinningSpace(false) {}
//! The name of this joint
std::optional<std::string> Name;
@ -208,22 +305,16 @@ public:
core::matrix4 LocalMatrix;
//! List of child joints
core::array<SJoint *> Children;
std::vector<SJoint *> Children;
//! List of attached meshes
core::array<u32> AttachedMeshes;
std::vector<u32> AttachedMeshes;
//! Animation keys causing translation change
core::array<SPositionKey> PositionKeys;
//! Animation keys causing scale change
core::array<SScaleKey> ScaleKeys;
//! Animation keys causing rotation change
core::array<SRotationKey> RotationKeys;
// Animation keyframes for translation, rotation, scale
Keys keys;
//! Skin weights
core::array<SWeight> Weights;
std::vector<SWeight> Weights;
//! Unnecessary for loaders, will be overwritten on finalize
core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
@ -241,49 +332,14 @@ public:
//! Internal members used by SkinnedMesh
friend class SkinnedMesh;
SJoint *UseAnimationFrom;
bool GlobalSkinningSpace;
s32 positionHint;
s32 scaleHint;
s32 rotationHint;
};
// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
// these functions will use the needed arrays, set values, etc to help the loaders
const std::vector<SJoint *> &getAllJoints() const {
return AllJoints;
}
//! exposed for loaders to add mesh buffers
core::array<SSkinMeshBuffer *> &getMeshBuffers();
//! alternative method for adding joints
core::array<SJoint *> &getAllJoints();
//! alternative method for reading joints
const core::array<SJoint *> &getAllJoints() const;
//! loaders should call this after populating the mesh
void finalize();
//! Adds a new meshbuffer to the mesh, access it as last one
SSkinMeshBuffer *addMeshBuffer();
//! Adds a new meshbuffer to the mesh, access it as last one
void addMeshBuffer(SSkinMeshBuffer *meshbuf);
//! Adds a new joint to the mesh, access it as last one
SJoint *addJoint(SJoint *parent = 0);
//! Adds a new position key to the mesh, access it as last one
SPositionKey *addPositionKey(SJoint *joint);
//! Adds a new rotation key to the mesh, access it as last one
SRotationKey *addRotationKey(SJoint *joint);
//! Adds a new scale key to the mesh, access it as last one
SScaleKey *addScaleKey(SJoint *joint);
//! Adds a new weight to the mesh, access it as last one
SWeight *addWeight(SJoint *joint);
private:
protected:
void checkForAnimation();
void normalizeWeights();
@ -292,11 +348,6 @@ private:
void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
void getFrameData(f32 frame, SJoint *Node,
core::vector3df &position, s32 &positionHint,
core::vector3df &scale, s32 &scaleHint,
core::quaternion &rotation, s32 &rotationHint);
void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
void skinJoint(SJoint *Joint, SJoint *ParentJoint);
@ -306,18 +357,18 @@ private:
const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
std::vector<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
core::array<SSkinMeshBuffer *> LocalBuffers;
std::vector<SSkinMeshBuffer *> LocalBuffers;
//! Mapping from meshbuffer number to bindable texture slot
std::vector<u32> TextureSlots;
core::array<SJoint *> AllJoints;
core::array<SJoint *> RootJoints;
std::vector<SJoint *> AllJoints;
std::vector<SJoint *> RootJoints;
// bool can't be used here because std::vector<bool>
// doesn't allow taking a reference to individual elements.
core::array<core::array<char>> Vertices_Moved;
std::vector<std::vector<char>> Vertices_Moved;
core::aabbox3d<f32> BoundingBox;
@ -327,13 +378,42 @@ private:
f32 LastAnimatedFrame;
bool SkinnedLastFrame;
E_INTERPOLATION_MODE InterpolationMode : 8;
bool HasAnimation;
bool PreparedForSkinning;
bool AnimateNormals;
bool HardwareSkinning;
};
// Interface for mesh loaders
class SkinnedMeshBuilder : public SkinnedMesh {
public:
SkinnedMeshBuilder() : SkinnedMesh() {}
//! loaders should call this after populating the mesh
// returns *this, so do not try to drop the mesh builder instance
SkinnedMesh *finalize();
//! alternative method for adding joints
std::vector<SJoint *> &getAllJoints() {
return AllJoints;
}
//! Adds a new meshbuffer to the mesh, access it as last one
SSkinMeshBuffer *addMeshBuffer();
//! Adds a new meshbuffer to the mesh, access it as last one
void addMeshBuffer(SSkinMeshBuffer *meshbuf);
//! Adds a new joint to the mesh, access it as last one
SJoint *addJoint(SJoint *parent = nullptr);
void addPositionKey(SJoint *joint, f32 frame, core::vector3df pos);
void addRotationKey(SJoint *joint, f32 frame, core::quaternion rotation);
void addScaleKey(SJoint *joint, f32 frame, core::vector3df scale);
//! Adds a new weight to the mesh, access it as last one
SWeight *addWeight(SJoint *joint);
};
} // end namespace scene
} // end namespace irr