Reset mesh animation state before recalculating normals (#90)

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x2048 2022-01-02 20:41:03 +01:00 committed by GitHub
parent 52e03a8485
commit 2fec5e5dd3
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4 changed files with 30 additions and 0 deletions

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@ -82,6 +82,9 @@ namespace scene
//! Refreshes vertex data cached in joints such as positions and normals
virtual void refreshJointCache() = 0;
//! Moves the mesh into static position.
virtual void resetAnimation() = 0;
//! A vertex weight
struct SWeight
{

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@ -147,6 +147,12 @@ void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth, bool
if (!mesh)
return;
if (mesh->getMeshType() == EAMT_SKINNED)
{
ISkinnedMesh *smesh = (ISkinnedMesh *) mesh;
smesh->resetAnimation();
}
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);

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@ -829,6 +829,24 @@ void CSkinnedMesh::refreshJointCache()
}
}
void CSkinnedMesh::resetAnimation()
{
//copy from the cache to the mesh...
for (u32 i=0; i<AllJoints.size(); ++i)
{
SJoint *joint=AllJoints[i];
for (u32 j=0; j<joint->Weights.size(); ++j)
{
const u16 buffer_id=joint->Weights[j].buffer_id;
const u32 vertex_id=joint->Weights[j].vertex_id;
LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos = joint->Weights[j].StaticPos;
LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal = joint->Weights[j].StaticNormal;
}
}
SkinnedLastFrame = false;
LastAnimatedFrame = -1;
}
void CSkinnedMesh::calculateGlobalMatrices(SJoint *joint,SJoint *parentJoint)
{
if (!joint && parentJoint) // bit of protection from endless loops

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@ -116,6 +116,9 @@ namespace scene
//! Refreshes vertex data cached in joints such as positions and normals
virtual void refreshJointCache() _IRR_OVERRIDE_;
//! Moves the mesh into static position.
virtual void resetAnimation() _IRR_OVERRIDE_;
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//these functions will use the needed arrays, set values, etc to help the loaders