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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-29 12:15:18 +01:00

Refactor skinned mesh weight data structure (#16655)

This commit is contained in:
Lars Müller
2025-11-23 21:17:58 +01:00
committed by GitHub
parent 05f161cf9c
commit e7f305fedd
17 changed files with 584 additions and 623 deletions

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// Copyright (C) 2025 Lars Müller
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "vector3d.h"
#include "matrix4.h"
#include "IVertexBuffer.h"
#include <cassert>
#include <memory>
#include <optional>
namespace scene
{
struct WeightBuffer
{
constexpr static u16 MAX_WEIGHTS_PER_VERTEX = 4;
// ID-weight pairs for a joint
struct VertexWeights {
std::array<u16, MAX_WEIGHTS_PER_VERTEX> joint_ids = {};
std::array<f32, MAX_WEIGHTS_PER_VERTEX> weights = {};
void addWeight(u16 joint_id, f32 weight);
/// Transform given position and normal with these weights
void skinVertex(core::vector3df &pos, core::vector3df &normal,
const std::vector<core::matrix4> &joint_transforms) const;
};
std::vector<VertexWeights> weights;
std::optional<std::vector<u32>> animated_vertices;
// A bit of a hack for now: Store static positions here so we can use them for skinning.
// Ideally we might want a design where we do not mutate the original vertex buffer at all.
std::unique_ptr<core::vector3df[]> static_positions;
std::unique_ptr<core::vector3df[]> static_normals;
WeightBuffer(size_t n_verts) : weights(n_verts) {}
const std::array<u16, MAX_WEIGHTS_PER_VERTEX> &getJointIds(u32 vertex_id) const
{ return weights[vertex_id].joint_ids; }
const std::array<f32, MAX_WEIGHTS_PER_VERTEX> &getWeights(u32 vertex_id) const
{ return weights[vertex_id].weights; }
size_t size() const
{ return weights.size(); }
void addWeight(u32 vertex_id, u16 joint_id, f32 weight);
/// Transform position and normal using the weights of the given vertex
void skinVertex(u32 vertex_id, core::vector3df &pos, core::vector3df &normal,
const std::vector<core::matrix4> &joint_transforms) const;
/// @note src and dst can be the same buffer
void skin(IVertexBuffer *dst,
const std::vector<core::matrix4> &joint_transforms) const;
/// Prepares this buffer for use in skinning.
void finalize();
void updateStaticPose(const IVertexBuffer *vbuf);
void resetToStatic(IVertexBuffer *vbuf) const;
};
} // end namespace scene