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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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@ -539,34 +539,25 @@ static core::matrix4 loadTransform(const tiniergltf::Node::Matrix &m, SkinnedMes
mat[i] = static_cast<f32>(m[i]);
mat = convertHandedness(mat);
// Decompose the matrix into translation, scale, and rotation.
joint->Animatedposition = mat.getTranslation();
auto scale = mat.getScale();
joint->Animatedscale = scale;
joint->Animatedrotation = mat.getRotationRadians(scale);
// Invert the rotation because it is applied using `getMatrix_transposed`,
// which again inverts.
joint->Animatedrotation.makeInverse();
// Note: "When a node is targeted for animation [...],
// only TRS properties MAY be present; matrix MUST NOT be present."
// Thus we MUST NOT do any decomposition, which in general need not exist.
joint->transform = mat;
return mat;
}
static core::matrix4 loadTransform(const tiniergltf::Node::TRS &trs, SkinnedMesh::SJoint *joint)
{
const auto &trans = trs.translation;
const auto &rot = trs.rotation;
const auto &scale = trs.scale;
core::matrix4 transMat;
joint->Animatedposition = convertHandedness(core::vector3df(trans[0], trans[1], trans[2]));
transMat.setTranslation(joint->Animatedposition);
core::matrix4 rotMat;
joint->Animatedrotation = convertHandedness(core::quaternion(rot[0], rot[1], rot[2], rot[3]));
core::quaternion(joint->Animatedrotation).getMatrix_transposed(rotMat);
joint->Animatedscale = core::vector3df(scale[0], scale[1], scale[2]);
core::matrix4 scaleMat;
scaleMat.setScale(joint->Animatedscale);
return transMat * rotMat * scaleMat;
const auto &t = trs.translation;
const auto &r = trs.rotation;
const auto &s = trs.scale;
core::Transform transform{
convertHandedness(core::vector3df(t[0], t[1], t[2])),
convertHandedness(core::quaternion(r[0], r[1], r[2], r[3])),
core::vector3df(s[0], s[1], s[2]),
};
joint->transform = transform;
return transform.buildMatrix();
}
static core::matrix4 loadTransform(std::optional<std::variant<tiniergltf::Node::Matrix, tiniergltf::Node::TRS>> transform,
@ -584,8 +575,7 @@ void SelfType::MeshExtractor::loadNode(
const auto &node = m_gltf_model.nodes->at(nodeIdx);
auto *joint = m_irr_model->addJoint(parent);
const core::matrix4 transform = loadTransform(node.transform, joint);
joint->LocalMatrix = transform;
joint->GlobalMatrix = parent ? parent->GlobalMatrix * joint->LocalMatrix : joint->LocalMatrix;
joint->GlobalMatrix = parent ? parent->GlobalMatrix * transform : transform;
if (node.name.has_value()) {
joint->Name = node.name->c_str();
}
@ -642,7 +632,6 @@ void SelfType::MeshExtractor::loadAnimation(const std::size_t animIdx)
{
const auto &anim = m_gltf_model.animations->at(animIdx);
for (const auto &channel : anim.channels) {
const auto &sampler = anim.samplers.at(channel.sampler);
bool interpolate = ([&]() {
@ -663,6 +652,11 @@ void SelfType::MeshExtractor::loadAnimation(const std::size_t animIdx)
throw std::runtime_error("no animated node");
auto *joint = m_loaded_nodes.at(*channel.target.node);
if (std::holds_alternative<core::matrix4>(joint->transform)) {
warn("nodes using matrix transforms must not be animated");
continue;
}
switch (channel.target.path) {
case tiniergltf::AnimationChannelTarget::Path::TRANSLATION: {
const auto outputAccessor = Accessor<core::vector3df>::make(m_gltf_model, sampler.output);