Transform mesh's AABB to skeleton's space when calculate mesh's bounds.

(cherry picked from commit 27f71c4e78)
This commit is contained in:
ShirenY 2023-11-04 22:09:33 +08:00 committed by Yuri Sizov
parent e2c96dc711
commit 211dd2fb53
11 changed files with 122 additions and 25 deletions

View File

@ -918,6 +918,14 @@
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
</description>
</method>
<method name="debug_canvas_item_get_rect">
<return type="Rect2" />
<param index="0" name="item" type="RID" />
<description>
Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.
[b]Warning:[/b] This function is intended for debugging in the editor, and will pass through and return a zero [Rect2] in exported projects.
</description>
</method>
<method name="decal_create">
<return type="RID" />
<description>

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@ -248,6 +248,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
if (p_surface.skin_data.size() || mesh->blend_shape_count > 0) {
// Size must match the size of the vertex array.
@ -471,6 +472,7 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
}
sd.bone_aabbs = s.bone_aabbs;
sd.mesh_to_skeleton_xform = s.mesh_to_skeleton_xform;
if (mesh->blend_shape_count) {
sd.blend_shape_data = Vector<uint8_t>();
@ -522,15 +524,16 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
int bs = mesh->surfaces[i]->bone_aabbs.size();
const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
const Mesh::Surface &surface = *mesh->surfaces[i];
if ((surface.format & RS::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
int bs = surface.bone_aabbs.size();
const AABB *skbones = surface.bone_aabbs.ptr();
int sbs = skeleton->size;
ERR_CONTINUE(bs > sbs);
const float *baseptr = skeleton->data.ptr();
bool first = true;
bool found_bone_aabb = false;
if (skeleton->use_2d) {
for (int j = 0; j < bs; j++) {
@ -550,11 +553,13 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[1][1] = dataptr[5];
mtx.origin.y = dataptr[7];
AABB baabb = mtx.xform(skbones[j]);
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (first) {
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
@ -582,21 +587,29 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[2][2] = dataptr[10];
mtx.origin.z = dataptr[11];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
}
}
if (found_bone_aabb) {
// Transform skeleton bounds back to mesh's space if any animated AABB applied.
laabb = surface.mesh_to_skeleton_xform.affine_inverse().xform(laabb);
}
if (laabb.size == Vector3()) {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
} else {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
if (i == 0) {

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@ -103,6 +103,10 @@ struct Mesh {
Vector<AABB> bone_aabbs;
// Transform used in runtime bone AABBs compute.
// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
Transform3D mesh_to_skeleton_xform;
struct BlendShape {
GLuint vertex_buffer = 0;
GLuint vertex_array = 0;

View File

@ -101,7 +101,12 @@ void Polygon2D::_skeleton_bone_setup_changed() {
}
void Polygon2D::_notification(int p_what) {
if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
}
switch (p_what) {
case NOTIFICATION_TRANSFORM_CHANGED:
case NOTIFICATION_DRAW: {
if (polygon.size() < 3) {
return;
@ -364,7 +369,30 @@ void Polygon2D::_notification(int p_what) {
arr[RS::ARRAY_INDEX] = index_array;
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
RS::SurfaceData sd;
if (skeleton_node) {
// Compute transform between mesh and skeleton for runtime AABB compute.
const Transform2D mesh_transform = get_global_transform();
const Transform2D skeleton_transform = skeleton_node->get_global_transform();
const Transform2D mesh_to_sk2d = mesh_transform * skeleton_transform.affine_inverse();
// Convert 2d transform to 3d.
sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[0][1];
sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[1][0];
sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
}
Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
if (err != OK) {
return;
}
RS::get_singleton()->mesh_add_surface(mesh, sd);
RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID());
}

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@ -2030,6 +2030,12 @@ void RendererCanvasCull::update_visibility_notifiers() {
}
}
Rect2 RendererCanvasCull::_debug_canvas_item_get_rect(RID p_item) {
Item *canvas_item = canvas_item_owner.get_or_null(p_item);
ERR_FAIL_NULL_V(canvas_item, Rect2());
return canvas_item->get_rect();
}
bool RendererCanvasCull::free(RID p_rid) {
if (canvas_owner.owns(p_rid)) {
Canvas *canvas = canvas_owner.get_or_null(p_rid);

View File

@ -319,6 +319,8 @@ public:
void update_visibility_notifiers();
Rect2 _debug_canvas_item_get_rect(RID p_item);
bool free(RID p_rid);
RendererCanvasCull();
~RendererCanvasCull();

View File

@ -389,6 +389,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
if (mesh->blend_shape_count > 0) {
s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
@ -569,6 +570,7 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
}
sd.bone_aabbs = s.bone_aabbs;
sd.mesh_to_skeleton_xform = s.mesh_to_skeleton_xform;
if (s.blend_shape_buffer.is_valid()) {
sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer);
@ -615,15 +617,16 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
int bs = mesh->surfaces[i]->bone_aabbs.size();
const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
const Mesh::Surface &surface = *mesh->surfaces[i];
if ((surface.format & RS::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
int bs = surface.bone_aabbs.size();
const AABB *skbones = surface.bone_aabbs.ptr();
int sbs = skeleton->size;
ERR_CONTINUE(bs > sbs);
const float *baseptr = skeleton->data.ptr();
bool first = true;
bool found_bone_aabb = false;
if (skeleton->use_2d) {
for (int j = 0; j < bs; j++) {
@ -643,11 +646,13 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[1][1] = dataptr[5];
mtx.origin.y = dataptr[7];
AABB baabb = mtx.xform(skbones[j]);
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (first) {
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
@ -675,21 +680,29 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
mtx.basis.rows[2][2] = dataptr[10];
mtx.origin.z = dataptr[11];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
// Transform bounds to skeleton's space before applying animation data.
AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
baabb = mtx.xform(baabb);
if (!found_bone_aabb) {
laabb = baabb;
first = false;
found_bone_aabb = true;
} else {
laabb.merge_with(baabb);
}
}
}
if (found_bone_aabb) {
// Transform skeleton bounds back to mesh's space if any animated AABB applied.
laabb = surface.mesh_to_skeleton_xform.affine_inverse().xform(laabb);
}
if (laabb.size == Vector3()) {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
} else {
laabb = mesh->surfaces[i]->aabb;
laabb = surface.aabb;
}
if (i == 0) {

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@ -116,6 +116,10 @@ private:
Vector<AABB> bone_aabbs;
// Transform used in runtime bone AABBs compute.
// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
Transform3D mesh_to_skeleton_xform;
RID blend_shape_buffer;
RID material;

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@ -925,6 +925,8 @@ public:
FUNC1(canvas_set_shadow_texture_size, int)
FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
/* GLOBAL SHADER UNIFORMS */
#undef server_name

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@ -1410,6 +1410,14 @@ Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_su
}
#endif
Rect2 RenderingServer::debug_canvas_item_get_rect(RID p_item) {
#ifdef TOOLS_ENABLED
return _debug_canvas_item_get_rect(p_item);
#else
return Rect2();
#endif
}
int RenderingServer::global_shader_uniform_type_get_shader_datatype(GlobalShaderParameterType p_type) {
switch (p_type) {
case RS::GLOBAL_VAR_TYPE_BOOL:
@ -2636,6 +2644,8 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("canvas_item_set_visibility_notifier", "item", "enable", "area", "enter_callable", "exit_callable"), &RenderingServer::canvas_item_set_visibility_notifier);
ClassDB::bind_method(D_METHOD("canvas_item_set_canvas_group_mode", "item", "mode", "clear_margin", "fit_empty", "fit_margin", "blur_mipmaps"), &RenderingServer::canvas_item_set_canvas_group_mode, DEFVAL(5.0), DEFVAL(false), DEFVAL(0.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("debug_canvas_item_get_rect", "item"), &RenderingServer::debug_canvas_item_get_rect);
BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);

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@ -312,6 +312,10 @@ public:
Vector<LOD> lods;
Vector<AABB> bone_aabbs;
// Transforms used in runtime bone AABBs compute.
// Since bone AABBs is saved in Mesh space, but bones is in Skeleton space.
Transform3D mesh_to_skeleton_xform;
Vector<uint8_t> blend_shape_data;
RID material;
@ -1461,6 +1465,9 @@ public:
virtual void canvas_set_shadow_texture_size(int p_size) = 0;
Rect2 debug_canvas_item_get_rect(RID p_item);
virtual Rect2 _debug_canvas_item_get_rect(RID p_item) = 0;
/* GLOBAL SHADER UNIFORMS */
enum GlobalShaderParameterType {