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boxes
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parent
d73b86c16a
commit
6892a5e332
3 changed files with 111 additions and 54 deletions
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@ -98,12 +98,13 @@ public:
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32> &getBoundingBox() const override {
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return BoundingBox;
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// assert(false); // TODO refactor IMesh so that we don't have to implement this
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return StaticBoundingBox;
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}
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override {
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BoundingBox = box;
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// assert(false); // TODO refactor
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}
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//! set the hardware mapping hint, for driver
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@ -153,8 +154,6 @@ public:
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//! Moves the mesh into static position.
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void resetAnimation();
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void updateBoundingBox();
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//! Creates an array of joints from this mesh as children of node
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std::vector<IBoneSceneNode *> addJoints(
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IAnimatedMeshSceneNode *node, ISceneManager *smgr);
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@ -339,6 +338,9 @@ public:
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//! Skin weights
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std::vector<SWeight> Weights;
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//! Bounding box of all affected vertices, in local space
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core::aabbox3df LocalBoundingBox{{0, 0, 0}};
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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@ -353,9 +355,10 @@ public:
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//! Animates joints based on frame input
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std::vector<SJoint::VariantTransform> animateMesh(f32 frame);
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//! TODO
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core::aabbox3df calculateBoundingBox(
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const std::vector<SJoint::VariantTransform> &transforms);
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const std::vector<core::matrix4> &global_transforms);
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void recalculateBaseBoundingBoxes();
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const std::vector<SJoint *> &getAllJoints() const {
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return AllJoints;
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@ -368,6 +371,10 @@ protected:
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void prepareForSkinning();
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void calculateStaticBoundingBox();
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void calculateJointBoundingBoxes();
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void calculateBufferBoundingBoxes();
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void normalizeWeights();
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void calculateTangents(core::vector3df &normal,
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@ -388,7 +395,8 @@ protected:
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// doesn't allow taking a reference to individual elements.
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std::vector<std::vector<char>> Vertices_Moved;
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core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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//! Bounding box of just the static parts of the mesh
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core::aabbox3d<f32> StaticBoundingBox{{0, 0, 0}};
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f32 EndFrame;
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f32 FramesPerSecond;
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@ -148,8 +148,11 @@ void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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{
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if (Mesh->getMeshType() != EAMT_SKINNED)
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return Mesh->getMesh(getFrameNr());
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if (Mesh->getMeshType() != EAMT_SKINNED) {
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auto *res = Mesh->getMesh(getFrameNr());
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Box = res->getBoundingBox();
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return res;
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}
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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@ -164,9 +167,9 @@ IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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skinnedMesh->skinMesh(matrices);
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skinnedMesh->updateBoundingBox();
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Box = skinnedMesh->getBoundingBox();
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// TODO this should have happened *before* the skinning in OnAnimate;
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// we should thus probably store the global matrices.
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Box = skinnedMesh->calculateBoundingBox(matrices);
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return skinnedMesh;
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}
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@ -206,7 +209,6 @@ void CAnimatedMeshSceneNode::render()
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scene::IMesh *m = getMeshForCurrentFrame();
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_IRR_DEBUG_BREAK_IF(!m);
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Box = m->getBoundingBox(); // HACK
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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@ -9,6 +9,7 @@
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#include "MatrixBoneSceneNode.h"
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#include "SSkinMeshBuffer.h"
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#include "Transform.h"
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#include "aabbox3d.h"
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#include "irrMath.h"
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#include "matrix4.h"
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#include "os.h"
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@ -70,6 +71,28 @@ std::vector<VariantTransform> SkinnedMesh::animateMesh(f32 frame)
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return result;
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}
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core::aabbox3df SkinnedMesh::calculateBoundingBox(
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const std::vector<core::matrix4> &global_transforms)
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{
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assert(global_transforms.size() == AllJoints.size());
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core::aabbox3df result = StaticBoundingBox;
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// skeletal animation
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for (u16 i = 0; i < AllJoints.size(); ++i) {
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auto box = AllJoints[i]->LocalBoundingBox;
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global_transforms[i].transformBoxEx(box);
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result.addInternalBox(box);
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}
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// rigid animation
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for (u16 i = 0; i < AllJoints.size(); ++i) {
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for (u32 j : AllJoints[i]->AttachedMeshes) {
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auto box = (*SkinningBuffers)[j]->BoundingBox;
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global_transforms[i].transformBoxEx(box);
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result.addInternalBox(box);
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}
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}
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return result;
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}
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// Software Skinning
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void SkinnedMesh::skinMesh(const std::vector<core::matrix4> &global_matrices)
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@ -131,8 +154,6 @@ void SkinnedMesh::skinMesh(const std::vector<core::matrix4> &global_matrices)
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//*(weight._Pos) += thisVertexMove * weight.strength;
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}
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buffersUsed[weight.buffer_id]->boundingBoxNeedsRecalculated();
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}
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}
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@ -314,8 +335,6 @@ void SkinnedMesh::prepareForSkinning()
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weight.Moved = &Vertices_Moved[buffer_id][vertex_id];
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weight.StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;
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weight.StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;
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// weight._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;
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}
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}
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@ -326,6 +345,70 @@ void SkinnedMesh::prepareForSkinning()
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}
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}
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void SkinnedMesh::calculateStaticBoundingBox()
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{
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std::vector<std::vector<bool>> animated(getMeshBufferCount());
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for (u32 mb = 0; mb < getMeshBufferCount(); mb++)
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animated[mb] = std::vector<bool>(getMeshBuffer(mb)->getVertexCount());
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for (auto *joint : AllJoints) {
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for (auto &weight : joint->Weights) {
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const u16 buffer_id = weight.buffer_id;
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const u32 vertex_id = weight.vertex_id;
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animated[buffer_id][vertex_id] = true;
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}
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}
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bool first = true;
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for (u16 mb = 0; mb < getMeshBufferCount(); mb++) {
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for (u32 v = 0; v < getMeshBuffer(mb)->getVertexCount(); v++) {
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if (!animated[mb][v]) {
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auto pos = getMeshBuffer(mb)->getVertexBuffer()->getPosition(v);
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if (!first) {
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StaticBoundingBox.addInternalPoint(pos);
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} else {
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StaticBoundingBox.reset(pos);
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first = false;
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}
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}
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}
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}
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}
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void SkinnedMesh::calculateJointBoundingBoxes()
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{
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for (auto *joint : AllJoints) {
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bool first = true;
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for (auto &weight : joint->Weights) {
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if (weight.strength < 1e-6)
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continue;
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auto pos = weight.StaticPos;
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joint->GlobalInversedMatrix.value().transformVect(pos);
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if (!first) {
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joint->LocalBoundingBox.addInternalPoint(pos);
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} else {
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joint->LocalBoundingBox.reset(pos);
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first = false;
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}
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}
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}
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}
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void SkinnedMesh::calculateBufferBoundingBoxes()
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{
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for (u32 j = 0; j < LocalBuffers.size(); ++j) {
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// If we use skeletal animation, this will just be a bounding box of the static pose;
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// if we use rigid animation, this will correctly transform the points first.
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LocalBuffers[j]->recalculateBoundingBox();
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}
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}
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void SkinnedMesh::recalculateBaseBoundingBoxes() {
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calculateStaticBoundingBox();
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calculateJointBoundingBoxes();
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calculateBufferBoundingBoxes();
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}
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void SkinnedMesh::topoSortJoints()
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{
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size_t n = AllJoints.size();
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topoSortJoints();
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// Calculate bounding box
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for (auto *buffer : LocalBuffers) {
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buffer->recalculateBoundingBox();
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}
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// Set array sizes
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for (u32 i = 0; i < LocalBuffers.size(); ++i) {
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Vertices_Moved.emplace_back(LocalBuffers[i]->getVertexCount());
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@ -382,7 +460,6 @@ SkinnedMesh *SkinnedMeshBuilder::finalize()
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std::vector<core::matrix4> matrices;
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matrices.reserve(AllJoints.size());
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// TODO populate with local matrices
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for (auto *joint : AllJoints) {
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if (const auto *matrix = std::get_if<core::matrix4>(&joint->transform))
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matrices.push_back(*matrix);
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@ -403,41 +480,11 @@ SkinnedMesh *SkinnedMeshBuilder::finalize()
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}
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}
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// calculate bounding box
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if (LocalBuffers.empty())
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BoundingBox.reset(0, 0, 0);
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else {
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irr::core::aabbox3df bb(LocalBuffers[0]->BoundingBox);
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LocalBuffers[0]->Transformation.transformBoxEx(bb);
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BoundingBox.reset(bb);
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for (u32 j = 1; j < LocalBuffers.size(); ++j) {
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bb = LocalBuffers[j]->BoundingBox;
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LocalBuffers[j]->Transformation.transformBoxEx(bb);
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BoundingBox.addInternalBox(bb);
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}
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}
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recalculateBaseBoundingBoxes();
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return this;
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}
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void SkinnedMesh::updateBoundingBox()
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{
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if (!SkinningBuffers)
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return;
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BoundingBox.reset(0, 0, 0);
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for (auto *buffer : *SkinningBuffers) {
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buffer->recalculateBoundingBox();
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core::aabbox3df bb = buffer->BoundingBox;
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buffer->Transformation.transformBoxEx(bb);
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BoundingBox.addInternalBox(bb);
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}
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}
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scene::SSkinMeshBuffer *SkinnedMeshBuilder::addMeshBuffer()
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{
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scene::SSkinMeshBuffer *buffer = new scene::SSkinMeshBuffer();
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