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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

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>