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https://github.com/godotengine/godot.git
synced 2024-11-10 14:12:51 +00:00
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
(cherry picked from commit 27f71c4e78
)
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e2c96dc711
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@ -918,6 +918,14 @@
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[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
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</description>
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</method>
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<method name="debug_canvas_item_get_rect">
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<return type="Rect2" />
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<param index="0" name="item" type="RID" />
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<description>
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Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.
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[b]Warning:[/b] This function is intended for debugging in the editor, and will pass through and return a zero [Rect2] in exported projects.
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</description>
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</method>
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<method name="decal_create">
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<return type="RID" />
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<description>
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@ -248,6 +248,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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s->aabb = p_surface.aabb;
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s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
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s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
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if (p_surface.skin_data.size() || mesh->blend_shape_count > 0) {
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// Size must match the size of the vertex array.
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@ -471,6 +472,7 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
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}
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sd.bone_aabbs = s.bone_aabbs;
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sd.mesh_to_skeleton_xform = s.mesh_to_skeleton_xform;
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if (mesh->blend_shape_count) {
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sd.blend_shape_data = Vector<uint8_t>();
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@ -522,15 +524,16 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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for (uint32_t i = 0; i < mesh->surface_count; i++) {
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AABB laabb;
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if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
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int bs = mesh->surfaces[i]->bone_aabbs.size();
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const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
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const Mesh::Surface &surface = *mesh->surfaces[i];
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if ((surface.format & RS::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
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int bs = surface.bone_aabbs.size();
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const AABB *skbones = surface.bone_aabbs.ptr();
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int sbs = skeleton->size;
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ERR_CONTINUE(bs > sbs);
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const float *baseptr = skeleton->data.ptr();
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bool first = true;
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bool found_bone_aabb = false;
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if (skeleton->use_2d) {
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for (int j = 0; j < bs; j++) {
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@ -550,11 +553,13 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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mtx.basis.rows[1][1] = dataptr[5];
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mtx.origin.y = dataptr[7];
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AABB baabb = mtx.xform(skbones[j]);
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// Transform bounds to skeleton's space before applying animation data.
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AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
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baabb = mtx.xform(baabb);
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if (first) {
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if (!found_bone_aabb) {
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laabb = baabb;
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first = false;
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found_bone_aabb = true;
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} else {
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laabb.merge_with(baabb);
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}
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@ -582,21 +587,29 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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mtx.basis.rows[2][2] = dataptr[10];
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mtx.origin.z = dataptr[11];
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AABB baabb = mtx.xform(skbones[j]);
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if (first) {
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// Transform bounds to skeleton's space before applying animation data.
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AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
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baabb = mtx.xform(baabb);
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if (!found_bone_aabb) {
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laabb = baabb;
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first = false;
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found_bone_aabb = true;
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} else {
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laabb.merge_with(baabb);
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}
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}
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}
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if (found_bone_aabb) {
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// Transform skeleton bounds back to mesh's space if any animated AABB applied.
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laabb = surface.mesh_to_skeleton_xform.affine_inverse().xform(laabb);
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}
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if (laabb.size == Vector3()) {
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laabb = mesh->surfaces[i]->aabb;
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laabb = surface.aabb;
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}
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} else {
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laabb = mesh->surfaces[i]->aabb;
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laabb = surface.aabb;
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}
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if (i == 0) {
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@ -103,6 +103,10 @@ struct Mesh {
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Vector<AABB> bone_aabbs;
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// Transform used in runtime bone AABBs compute.
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// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
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Transform3D mesh_to_skeleton_xform;
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struct BlendShape {
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GLuint vertex_buffer = 0;
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GLuint vertex_array = 0;
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@ -101,7 +101,12 @@ void Polygon2D::_skeleton_bone_setup_changed() {
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}
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void Polygon2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
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return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
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}
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switch (p_what) {
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case NOTIFICATION_TRANSFORM_CHANGED:
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case NOTIFICATION_DRAW: {
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if (polygon.size() < 3) {
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return;
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@ -364,7 +369,30 @@ void Polygon2D::_notification(int p_what) {
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arr[RS::ARRAY_INDEX] = index_array;
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RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
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RS::SurfaceData sd;
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if (skeleton_node) {
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// Compute transform between mesh and skeleton for runtime AABB compute.
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const Transform2D mesh_transform = get_global_transform();
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const Transform2D skeleton_transform = skeleton_node->get_global_transform();
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const Transform2D mesh_to_sk2d = mesh_transform * skeleton_transform.affine_inverse();
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// Convert 2d transform to 3d.
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sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
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sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[0][1];
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sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
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sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[1][0];
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sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
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sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
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}
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Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
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if (err != OK) {
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return;
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}
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RS::get_singleton()->mesh_add_surface(mesh, sd);
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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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}
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@ -2030,6 +2030,12 @@ void RendererCanvasCull::update_visibility_notifiers() {
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}
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}
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Rect2 RendererCanvasCull::_debug_canvas_item_get_rect(RID p_item) {
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Item *canvas_item = canvas_item_owner.get_or_null(p_item);
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ERR_FAIL_NULL_V(canvas_item, Rect2());
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return canvas_item->get_rect();
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}
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bool RendererCanvasCull::free(RID p_rid) {
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if (canvas_owner.owns(p_rid)) {
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Canvas *canvas = canvas_owner.get_or_null(p_rid);
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@ -319,6 +319,8 @@ public:
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void update_visibility_notifiers();
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Rect2 _debug_canvas_item_get_rect(RID p_item);
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bool free(RID p_rid);
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RendererCanvasCull();
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~RendererCanvasCull();
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@ -389,6 +389,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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s->aabb = p_surface.aabb;
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s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
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s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
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if (mesh->blend_shape_count > 0) {
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s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
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@ -569,6 +570,7 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
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}
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sd.bone_aabbs = s.bone_aabbs;
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sd.mesh_to_skeleton_xform = s.mesh_to_skeleton_xform;
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if (s.blend_shape_buffer.is_valid()) {
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sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer);
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@ -615,15 +617,16 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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for (uint32_t i = 0; i < mesh->surface_count; i++) {
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AABB laabb;
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if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
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int bs = mesh->surfaces[i]->bone_aabbs.size();
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const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
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const Mesh::Surface &surface = *mesh->surfaces[i];
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if ((surface.format & RS::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
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int bs = surface.bone_aabbs.size();
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const AABB *skbones = surface.bone_aabbs.ptr();
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int sbs = skeleton->size;
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ERR_CONTINUE(bs > sbs);
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const float *baseptr = skeleton->data.ptr();
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bool first = true;
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bool found_bone_aabb = false;
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if (skeleton->use_2d) {
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for (int j = 0; j < bs; j++) {
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@ -643,11 +646,13 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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mtx.basis.rows[1][1] = dataptr[5];
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mtx.origin.y = dataptr[7];
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AABB baabb = mtx.xform(skbones[j]);
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// Transform bounds to skeleton's space before applying animation data.
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AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
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baabb = mtx.xform(baabb);
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if (first) {
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if (!found_bone_aabb) {
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laabb = baabb;
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first = false;
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found_bone_aabb = true;
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} else {
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laabb.merge_with(baabb);
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}
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@ -675,21 +680,29 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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mtx.basis.rows[2][2] = dataptr[10];
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mtx.origin.z = dataptr[11];
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AABB baabb = mtx.xform(skbones[j]);
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if (first) {
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// Transform bounds to skeleton's space before applying animation data.
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AABB baabb = surface.mesh_to_skeleton_xform.xform(skbones[j]);
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baabb = mtx.xform(baabb);
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if (!found_bone_aabb) {
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laabb = baabb;
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first = false;
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found_bone_aabb = true;
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} else {
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laabb.merge_with(baabb);
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}
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}
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}
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if (found_bone_aabb) {
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// Transform skeleton bounds back to mesh's space if any animated AABB applied.
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laabb = surface.mesh_to_skeleton_xform.affine_inverse().xform(laabb);
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}
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if (laabb.size == Vector3()) {
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laabb = mesh->surfaces[i]->aabb;
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laabb = surface.aabb;
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}
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} else {
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laabb = mesh->surfaces[i]->aabb;
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laabb = surface.aabb;
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}
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if (i == 0) {
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@ -116,6 +116,10 @@ private:
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Vector<AABB> bone_aabbs;
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// Transform used in runtime bone AABBs compute.
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// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
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Transform3D mesh_to_skeleton_xform;
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RID blend_shape_buffer;
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RID material;
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@ -925,6 +925,8 @@ public:
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FUNC1(canvas_set_shadow_texture_size, int)
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FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
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/* GLOBAL SHADER UNIFORMS */
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#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
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}
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#endif
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Rect2 RenderingServer::debug_canvas_item_get_rect(RID p_item) {
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#ifdef TOOLS_ENABLED
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return _debug_canvas_item_get_rect(p_item);
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#else
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return Rect2();
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#endif
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}
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int RenderingServer::global_shader_uniform_type_get_shader_datatype(GlobalShaderParameterType p_type) {
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switch (p_type) {
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case RS::GLOBAL_VAR_TYPE_BOOL:
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@ -2636,6 +2644,8 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_item_set_visibility_notifier", "item", "enable", "area", "enter_callable", "exit_callable"), &RenderingServer::canvas_item_set_visibility_notifier);
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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));
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ClassDB::bind_method(D_METHOD("debug_canvas_item_get_rect", "item"), &RenderingServer::debug_canvas_item_get_rect);
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BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
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BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
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BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);
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@ -312,6 +312,10 @@ public:
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Vector<LOD> lods;
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Vector<AABB> bone_aabbs;
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// Transforms used in runtime bone AABBs compute.
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// Since bone AABBs is saved in Mesh space, but bones is in Skeleton space.
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Transform3D mesh_to_skeleton_xform;
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Vector<uint8_t> blend_shape_data;
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RID material;
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@ -1461,6 +1465,9 @@ public:
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virtual void canvas_set_shadow_texture_size(int p_size) = 0;
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Rect2 debug_canvas_item_get_rect(RID p_item);
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virtual Rect2 _debug_canvas_item_get_rect(RID p_item) = 0;
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/* GLOBAL SHADER UNIFORMS */
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enum GlobalShaderParameterType {
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