1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-09-15 18:57:08 +00:00

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
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
40 changed files with 856 additions and 1388 deletions

View file

@ -178,15 +178,6 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
matrix.setTextureScale(txs, tys);
}
// Evaluate transform chain recursively; irrlicht does not do this for us
static void updatePositionRecursive(scene::ISceneNode *node)
{
scene::ISceneNode *parent = node->getParent();
if (parent)
updatePositionRecursive(parent);
node->updateAbsolutePosition();
}
static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
{
thread_local std::vector<u64> logged;
@ -682,7 +673,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(m_prop.visual_size);
// set vertex colors to ensure alpha is set
@ -693,6 +683,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_animated_meshnode->forEachMaterial([this] (auto &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
});
m_animated_meshnode->setOnAnimateCallback([&](f32 dtime) {
for (auto &it : m_bone_override) {
auto* bone = m_animated_meshnode->getJointNode(it.first.c_str());
if (!bone)
continue;
BoneOverride &props = it.second;
props.dtime_passed += dtime;
bone->setPosition(props.getPosition(bone->getPosition()));
bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
bone->setScale(props.getScale(bone->getScale()));
}
});
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
break;
@ -783,7 +788,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
updateMarker();
updateNodePos();
updateAnimation();
updateBones(.0f);
updateAttachments();
setNodeLight(m_last_light);
updateMeshCulling();
@ -1174,18 +1178,6 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
rot_translator.val_current = m_rotation;
updateNodePos();
}
if (m_animated_meshnode) {
// Everything must be updated; the whole transform
// chain as well as the animated mesh node.
// Otherwise, bone attachments would be relative to
// a position that's one frame old.
if (m_matrixnode)
updatePositionRecursive(m_matrixnode);
m_animated_meshnode->updateAbsolutePosition();
m_animated_meshnode->animateJoints();
updateBones(dtime);
}
}
static void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
@ -1394,44 +1386,6 @@ void GenericCAO::updateAnimationSpeed()
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
}
void GenericCAO::updateBones(f32 dtime)
{
if (!m_animated_meshnode)
return;
if (m_bone_override.empty()) {
m_animated_meshnode->setJointMode(scene::EJUOR_NONE);
return;
}
m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
for (auto &it : m_bone_override) {
std::string bone_name = it.first;
scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
if (!bone)
continue;
BoneOverride &props = it.second;
props.dtime_passed += dtime;
bone->setPosition(props.getPosition(bone->getPosition()));
bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
bone->setScale(props.getScale(bone->getScale()));
}
// The following is needed for set_bone_pos to propagate to
// attached objects correctly.
// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
auto bone = m_animated_meshnode->getJointNode(i);
// Look for the root bone.
if (bone && bone->getParent() == m_animated_meshnode) {
// Update entire skeleton.
bone->updateAbsolutePositionOfAllChildren();
break;
}
}
}
void GenericCAO::updateAttachments()
{
ClientActiveObject *parent = getParent();
@ -1747,7 +1701,6 @@ void GenericCAO::processMessage(const std::string &data)
} else {
m_bone_override[bone] = props;
}
// updateBones(); now called every step
} else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is);
std::string bone = deSerializeString16(is);

View file

@ -286,8 +286,6 @@ public:
void updateAnimationSpeed();
void updateBones(f32 dtime);
void processMessage(const std::string &data) override;
bool directReportPunch(v3f dir, const ItemStack *punchitem,

View file

@ -10,10 +10,9 @@
#include <cmath>
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
#include <IAnimatedMeshSceneNode.h>
#include "S3DVertex.h"
#include "SMesh.h"
#include <SMesh.h>
#include "SMeshBuffer.h"
inline static void applyShadeFactor(video::SColor& color, float factor)
@ -97,11 +96,8 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
mesh->addMeshBuffer(buf);
buf->drop();
}
scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
mesh->drop();
scaleMesh(anim_mesh, scale); // also recalculates bounding box
return anim_mesh;
scaleMesh(mesh, scale); // also recalculates bounding box
return mesh;
}
template<typename F>

View file

@ -4,7 +4,6 @@
#include "nodedef.h"
#include "SAnimatedMesh.h"
#include "itemdef.h"
#if CHECK_CLIENT_BUILD()
#include "client/mesh.h"
@ -964,13 +963,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
// Note: By freshly reading, we get an unencumbered mesh.
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
bool apply_bs = false;
// For frame-animated meshes, always get the first frame,
// which holds a model for which we can eventually get the static pose.
while (auto *src_meshes = dynamic_cast<scene::SAnimatedMesh *>(src_mesh)) {
src_mesh = src_meshes->getMesh(0.0f);
src_mesh->grab();
src_meshes->drop();
}
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329

View file

@ -59,6 +59,8 @@ set (UNITTEST_CLIENT_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/test_eventmanager.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_gameui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_irr_gltf_mesh_loader.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_irr_x_mesh_loader.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_irr_matrix4.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_mesh_compare.cpp
${CMAKE_CURRENT_SOURCE_DIR}/test_keycode.cpp
PARENT_SCOPE)

View file

@ -394,36 +394,40 @@ 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->Children.empty();
const auto child = findJoint([&](auto *joint) {
return !!joint->ParentJointID;
});
REQUIRE(parent->Children.size() == 1);
const auto child = parent->Children[0];
REQUIRE(child != parent);
const auto *parent = joints.at(*child->ParentJointID);
SECTION("transformations are correct")
{
CHECK(parent->Animatedposition == v3f(0, 0, 0));
CHECK(parent->Animatedrotation == irr::core::quaternion());
CHECK(parent->Animatedscale == v3f(1, 1, 1));
CHECK(parent->GlobalInversedMatrix == irr::core::matrix4());
const v3f childTranslation(0, 1, 0);
CHECK(child->Animatedposition == childTranslation);
CHECK(child->Animatedrotation == irr::core::quaternion());
CHECK(child->Animatedscale == v3f(1, 1, 1));
irr::core::matrix4 inverseBindMatrix;
inverseBindMatrix.setTranslation(-childTranslation);
CHECK(child->GlobalInversedMatrix == inverseBindMatrix);
{
const auto &transform = std::get<core::Transform>(parent->transform);
CHECK(transform.translation == v3f(0, 0, 0));
CHECK(transform.rotation == irr::core::quaternion());
CHECK(transform.scale == v3f(1, 1, 1));
CHECK(parent->GlobalInversedMatrix == irr::core::matrix4());
}
{
const auto &transform = std::get<core::Transform>(child->transform);
const v3f translation(0, 1, 0);
CHECK(transform.translation == translation);
CHECK(transform.rotation == irr::core::quaternion());
CHECK(transform.scale == v3f(1, 1, 1));
irr::core::matrix4 inverseBindMatrix;
inverseBindMatrix.setTranslation(-translation);
CHECK(child->GlobalInversedMatrix == inverseBindMatrix);
}
}
SECTION("weights are correct")

View file

@ -0,0 +1,111 @@
// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
#include "catch_amalgamated.hpp"
#include "content/subgames.h"
#include "filesys.h"
#include "irrlichttypes.h"
#include "irr_ptr.h"
#include "EDriverTypes.h"
#include "IFileSystem.h"
#include "IReadFile.h"
#include "ISceneManager.h"
#include "SkinnedMesh.h"
#include "irrlicht.h"
#include "catch.h"
#include "matrix4.h"
TEST_CASE("x") {
const auto gamespec = findSubgame("devtest");
if (!gamespec.isValid())
SKIP();
irr::SIrrlichtCreationParameters p;
p.DriverType = video::EDT_NULL;
auto *driver = irr::createDeviceEx(p);
REQUIRE(driver);
auto *smgr = driver->getSceneManager();
const auto loadMesh = [&] (const io::path& filepath) {
irr_ptr<io::IReadFile> file(driver->getFileSystem()->createAndOpenFile(filepath));
REQUIRE(file);
return smgr->getMesh(file.get());
};
const static auto model_stem = gamespec.gamemods_path +
DIR_DELIM + "testentities" + DIR_DELIM + "models" + DIR_DELIM + "testentities_";
SECTION("cool guy") {
const auto *mesh = dynamic_cast<irr::scene::SkinnedMesh*>(loadMesh(model_stem + "cool_guy.x"));
REQUIRE(mesh);
REQUIRE(mesh->getMeshBufferCount() == 1);
auto getJointId = [&](auto name) {
return mesh->getJointNumber(name).value();
};
const auto root = getJointId("Root");
const auto armature = getJointId("Armature");
const auto armature_body = getJointId("Armature_body");
const auto armature_arm_r = getJointId("Armature_arm_r");
std::vector<core::matrix4> matrices;
matrices.reserve(mesh->getJointCount());
for (auto *joint : mesh->getAllJoints()) {
if (const auto *matrix = std::get_if<core::matrix4>(&joint->transform))
matrices.push_back(*matrix);
else
matrices.push_back(std::get<core::Transform>(joint->transform).buildMatrix());
}
auto local_matrices = matrices;
mesh->calculateGlobalMatrices(matrices);
SECTION("joints are topologically sorted") {
REQUIRE(root < armature);
REQUIRE(armature < armature_body);
REQUIRE(armature_body < armature_arm_r);
}
SECTION("parents are correct") {
const auto get_parent = [&](auto id) {
return mesh->getAllJoints()[id]->ParentJointID;
};
REQUIRE(!get_parent(root));
REQUIRE(get_parent(armature).value() == root);
REQUIRE(get_parent(armature_body).value() == armature);
REQUIRE(get_parent(armature_arm_r).value() == armature_body);
}
SECTION("local matrices are correct") {
REQUIRE(local_matrices[root].equals(core::IdentityMatrix));
REQUIRE(local_matrices[armature].equals(core::IdentityMatrix));
REQUIRE(local_matrices[armature_body] == core::matrix4(
-1,0,0,0,
0,0,1,0,
0,1,0,0,
0,2.571201,0,1
));
REQUIRE(local_matrices[armature_arm_r] == core::matrix4(
-0.047733,0.997488,-0.05233,0,
0.901521,0.020464,-0.432251,0,
-0.430095,-0.067809,-0.900233,
0,-0.545315,0,1,1
));
}
SECTION("global matrices are correct") {
REQUIRE(matrices[armature_body] == local_matrices[armature_body]);
REQUIRE(matrices[armature_arm_r] ==
matrices[armature_body] * local_matrices[armature_arm_r]);
}
}
driver->closeDevice();
driver->drop();
}