1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Fix handling of skinned meshes for nodes

- Rigidly animated models (e.g. the gltf frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we only apply a 10x scale to static (.obj) models.
This commit is contained in:
Lars Mueller 2025-05-04 19:57:23 +02:00 committed by Lars Müller
parent 57c1ab905c
commit 612db5b2ca
6 changed files with 72 additions and 65 deletions

View file

@ -1676,7 +1676,7 @@ void MapblockMeshGenerator::drawMeshNode()
if (cur_node.f->mesh_ptr) {
// clone and rotate mesh
mesh = cloneMesh(cur_node.f->mesh_ptr);
mesh = cloneStaticMesh(cur_node.f->mesh_ptr);
bool modified = true;
if (facedir)
rotateMeshBy6dFacedir(mesh, facedir);

View file

@ -3,6 +3,8 @@
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "mesh.h"
#include "IMeshBuffer.h"
#include "SSkinMeshBuffer.h"
#include "debug.h"
#include "log.h"
#include <cmath>
@ -102,6 +104,21 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
return anim_mesh;
}
template<typename F>
inline static void transformMeshBuffer(scene::IMeshBuffer *buf,
const F &transform_vertex)
{
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++) {
auto *vertex = (video::S3DVertex *)(vertices + i * stride);
transform_vertex(vertex);
}
buf->setDirty(scene::EBT_VERTEX);
buf->recalculateBoundingBox();
}
void scaleMesh(scene::IMesh *mesh, v3f scale)
{
if (mesh == NULL)
@ -112,14 +129,9 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
buf->setDirty(scene::EBT_VERTEX);
buf->recalculateBoundingBox();
transformMeshBuffer(buf, [scale](video::S3DVertex *vertex) {
vertex->Pos *= scale;
});
// calculate total bounding box
if (j == 0)
@ -140,14 +152,9 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
buf->setDirty(scene::EBT_VERTEX);
buf->recalculateBoundingBox();
transformMeshBuffer(buf, [vec](video::S3DVertex *vertex) {
vertex->Pos += vec;
});
// calculate total bounding box
if (j == 0)
@ -330,44 +337,40 @@ bool checkMeshNormals(scene::IMesh *mesh)
return true;
}
template<class VertexType, class SMeshBufferType>
static scene::IMeshBuffer *cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
auto *v = static_cast<VertexType *>(mesh_buffer->getVertices());
u16 *indices = mesh_buffer->getIndices();
auto *cloned_buffer = new SMeshBufferType();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
// Rigidly animated meshes may have transformation matrices that need to be applied
if (auto *sbuf = dynamic_cast<scene::SSkinMeshBuffer *>(mesh_buffer)) {
transformMeshBuffer(cloned_buffer, [sbuf](video::S3DVertex *vertex) {
sbuf->Transformation.transformVect(vertex->Pos);
vertex->Normal = sbuf->Transformation.rotateAndScaleVect(vertex->Normal);
vertex->Normal.normalize();
});
}
return cloned_buffer;
}
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
switch (mesh_buffer->getVertexType()) {
case video::EVT_STANDARD: {
video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
u16 *indices = mesh_buffer->getIndices();
scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
return cloned_buffer;
case video::EVT_STANDARD:
return cloneMeshBuffer<video::S3DVertex, scene::SMeshBuffer>(mesh_buffer);
case video::EVT_2TCOORDS:
return cloneMeshBuffer<video::S3DVertex2TCoords, scene::SMeshBufferLightMap>(mesh_buffer);
case video::EVT_TANGENTS:
return cloneMeshBuffer<video::S3DVertexTangents, scene::SMeshBufferTangents>(mesh_buffer);
}
case video::EVT_2TCOORDS: {
video::S3DVertex2TCoords *v =
(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
u16 *indices = mesh_buffer->getIndices();
scene::SMeshBufferLightMap *cloned_buffer =
new scene::SMeshBufferLightMap();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
return cloned_buffer;
}
case video::EVT_TANGENTS: {
video::S3DVertexTangents *v =
(video::S3DVertexTangents *) mesh_buffer->getVertices();
u16 *indices = mesh_buffer->getIndices();
scene::SMeshBufferTangents *cloned_buffer =
new scene::SMeshBufferTangents();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
return cloned_buffer;
}
}
// This should not happen.
sanity_check(false);
return NULL;
}
scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
scene::SMesh* cloneStaticMesh(scene::IMesh *src_mesh)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {

View file

@ -93,10 +93,8 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
*/
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/// Clone a mesh. For an animated mesh, this will clone the static pose.
scene::SMesh* cloneStaticMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.

View file

@ -255,7 +255,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
scene::SMesh *mesh = cloneStaticMesh(original);
original->drop();
//set texture
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
@ -639,7 +639,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
// get mesh
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
scene::SMesh *mesh = cloneStaticMesh(original);
original->drop();
//set texture

View file

@ -13,6 +13,7 @@
#include "client/texturesource.h"
#include "client/tile.h"
#include <IMeshManipulator.h>
#include <SMesh.h>
#include <SkinnedMesh.h>
#endif
#include "log.h"
@ -959,23 +960,28 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
palette = tsrc->getPalette(palette_name);
if (drawtype == NDT_MESH && !mesh.empty()) {
// Read the mesh and apply scale
mesh_ptr = client->getMesh(mesh);
if (mesh_ptr) {
v3f scale = v3f(BS) * visual_scale;
scaleMesh(mesh_ptr, scale);
// Note: By freshly reading, we get an unencumbered mesh.
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
f32 mesh_scale = 1.0f;
if (auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh)) {
mesh_ptr = static_mesh;
// Compatibility: Only apply BS scaling to static meshes (.obj). See #15811.
mesh_scale = 10.0f;
} else {
// We only want to consider static meshes from here on.
mesh_ptr = cloneStaticMesh(src_mesh);
src_mesh->drop();
}
scaleMesh(mesh_ptr, v3f(mesh_scale * visual_scale));
recalculateBoundingBox(mesh_ptr);
if (!checkMeshNormals(mesh_ptr)) {
// TODO this should be done consistently when the mesh is loaded
infostream << "ContentFeatures: recalculating normals for mesh "
<< mesh << std::endl;
meshmanip->recalculateNormals(mesh_ptr, true, false);
} else {
// Animation is not supported, but we need to reset it to
// default state if it is animated.
// Note: recalculateNormals() also does this hence the else-block
if (mesh_ptr->getMeshType() == scene::EAMT_SKINNED)
((scene::SkinnedMesh*) mesh_ptr)->resetAnimation();
}
} else {
mesh_ptr = nullptr;
}
}
}

View file

@ -342,7 +342,7 @@ struct ContentFeatures
enum NodeDrawType drawtype;
std::string mesh;
#if CHECK_CLIENT_BUILD()
scene::IMesh *mesh_ptr; // mesh in case of mesh node
scene::SMesh *mesh_ptr; // mesh in case of mesh node
video::SColor minimap_color;
#endif
float visual_scale; // Misc. scale parameter