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moar fix

optimize cool guy texture
This commit is contained in:
Lars Mueller 2025-01-27 20:13:53 +01:00
parent 307ab111d0
commit 63b9979ff7
6 changed files with 16 additions and 20 deletions

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@ -10,6 +10,7 @@
#include "SSkinMeshBuffer.h"
#include "aabbox3d.h"
#include "irrMath.h"
#include "irrTypes.h"
#include "matrix4.h"
#include "quaternion.h"
#include "vector3d.h"
@ -70,8 +71,11 @@ public:
void setAnimationSpeed(f32 fps) override;
//! **Must not be called**.
//! TODO refactor Irrlicht so that we need not implement this.
IMesh *getMesh(f32) override { assert(false); };
IMesh *getMesh(f32) override {
// TODO refactor Irrlicht so that we need not implement this.
_IRR_DEBUG_BREAK_IF(true);
return nullptr;
};
//! Turns the given array of local matrices into an array of global matrices
//! by multiplying with respective parent matrices.

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@ -9,6 +9,7 @@
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "Transform.h"
#include "irrTypes.h"
#include "matrix4.h"
#include "os.h"
#include "SkinnedMesh.h"
@ -549,7 +550,7 @@ void CAnimatedMeshSceneNode::addJoints()
ISceneNode *parent = this;
if (joint->ParentJointID)
parent = PerJoint.SceneNodes.at(*joint->ParentJointID); // exists because of topo. order
assert(parent);
_IRR_DEBUG_BREAK_IF(!parent);
const auto *matrix = std::get_if<core::matrix4>(&joint->transform);
PerJoint.SceneNodes.push_back(new CBoneSceneNode(
parent, SceneManager, 0, i, joint->Name,

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@ -555,13 +555,7 @@ bool CXMeshFileLoader::parseDataObjectFrame(SkinnedMesh::SJoint *Parent)
core::matrix4 matrix;
if (!parseDataObjectTransformationMatrix(matrix))
return false;
auto transform = core::Transform::decompose(matrix);
// Try to decompose. If the recomposed matrix equals the old one with a liberal tolerance, use that.
if (transform.buildMatrix().equals(matrix, 1e-5)) {
joint->transform = transform;
} else {
joint->transform = matrix;
}
joint->transform = matrix;
} else if (objectName == "Mesh") {
/*
frame.Meshes.push_back(SXMesh());

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@ -412,7 +412,7 @@ void SkinnedMesh::topoSortJoints()
{
size_t n = AllJoints.size();
std::vector<u16> new_to_old_id; // new id -> old id
std::vector<u16> new_to_old_id;
std::vector<std::vector<u16>> children(n);
for (u16 i = 0; i < n; ++i) {
@ -429,7 +429,6 @@ void SkinnedMesh::topoSortJoints()
children[new_to_old_id[i]].end());
}
// old id -> new id
std::vector<u16> old_to_new_id(n);
for (u16 i = 0; i < n; ++i)
old_to_new_id[new_to_old_id[i]] = i;

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@ -394,22 +394,20 @@ SECTION("simple skin")
const auto joints = csm->getAllJoints();
REQUIRE(joints.size() == 3);
const auto findJoint = [&](const std::function<bool(SkinnedMesh::SJoint*)> &predicate) {
for (std::size_t i = 0; i < joints.size(); ++i) {
if (predicate(joints[i])) {
return joints[i];
const auto findJoint = [&](const std::function<bool(const SkinnedMesh::SJoint*)> &predicate) {
for (const auto *joint : joints) {
if (predicate(joint)) {
return joint;
}
}
throw std::runtime_error("joint not found");
};
// Check the node hierarchy
const auto *parent = findJoint([](auto *joint) {
return !joint->ParentJointID;
});
const auto child = findJoint([&](auto *joint) {
return joint->ParentJointID && *joint->ParentJointID == parent->JointID;
return !!joint->ParentJointID;
});
const auto *parent = joints.at(*child->ParentJointID);
SECTION("transformations are correct")
{