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Fix and clean up skeletal animation (#15722)

* Fix attachments lagging behind their parents (#14818)
* Fix animation blending (#14817)
* Bring back cool guy as another .x smoke test
* Add .x mesh loader unittest
* Do bounding box & matrix calculation at proper point in time
* Remove obsolete `SAnimatedMesh`
This commit is contained in:
Lars Müller 2025-06-01 23:21:35 +02:00 committed by GitHub
parent 0bb87eb1ff
commit fde6384a09
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GPG key ID: B5690EEEBB952194
40 changed files with 856 additions and 1388 deletions

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@ -4,9 +4,12 @@
#pragma once
#include "CBoneSceneNode.h"
#include "IAnimatedMeshSceneNode.h"
#include "IAnimatedMesh.h"
#include "SkinnedMesh.h"
#include "Transform.h"
#include "matrix4.h"
namespace irr
@ -54,9 +57,11 @@ public:
//! returns the current loop mode
bool getLoopMode() const override;
//! Sets a callback interface which will be called if an animation
//! playback has ended. Set this to 0 to disable the callback again.
void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) override;
void setOnAnimateCallback(
const std::function<void(f32 dtime)> &cb) override
{
OnAnimateCallback = cb;
}
//! sets the speed with which the animation is played
//! NOTE: setMesh will also change this value and set it to the default speed of the mesh
@ -117,15 +122,16 @@ public:
//! updates the absolute position based on the relative and the parents position
void updateAbsolutePosition() override;
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) override;
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
//! Sets the transition time in seconds (note: This needs to enable joints)
//! you must call animateJoints(), or the mesh will not animate
void setTransitionTime(f32 Time) override;
void updateJointSceneNodes(const std::vector<SkinnedMesh::SJoint::VariantTransform> &transforms);
//! updates the joint positions of this mesh
void animateJoints(bool CalculateAbsolutePositions = true) override;
void animateJoints() override;
void addJoints();
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
void setRenderFromIdentity(bool On) override;
@ -142,6 +148,7 @@ private:
void buildFrameNr(u32 timeMs);
void checkJoints();
void copyOldTransforms();
void beginTransition();
core::array<video::SMaterial> Materials;
@ -158,19 +165,30 @@ private:
f32 Transiting; // is mesh transiting (plus cache of TransitionTime)
f32 TransitingBlend; // 0-1, calculated on buildFrameNr
// 0-unused, 1-get joints only, 2-set joints only, 3-move and set
E_JOINT_UPDATE_ON_RENDER JointMode;
bool JointsUsed;
bool Looping;
bool ReadOnlyMaterials;
bool RenderFromIdentity;
IAnimationEndCallBack *LoopCallBack;
s32 PassCount;
std::function<void(f32)> OnAnimateCallback;
std::vector<IBoneSceneNode *> JointChildSceneNodes;
core::array<core::matrix4> PretransitingSave;
struct PerJointData {
std::vector<CBoneSceneNode *> SceneNodes;
std::vector<core::matrix4> GlobalMatrices;
std::vector<std::optional<core::Transform>> PreTransSaves;
void setN(u16 n) {
SceneNodes.clear();
SceneNodes.resize(n);
GlobalMatrices.clear();
GlobalMatrices.resize(n);
PreTransSaves.clear();
PreTransSaves.resize(n);
}
};
PerJointData PerJoint;
};
} // end namespace scene