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

This commit is contained in:
ShirenY 2023-11-04 22:09:33 +08:00
parent 3e7f638d7b
commit 27f71c4e78
11 changed files with 122 additions and 25 deletions

View File

@ -925,6 +925,14 @@
[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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@ -287,6 +287,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = new_surface.aabb;
s->bone_aabbs = new_surface.bone_aabbs; //only really useful for returning them.
s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
s->uv_scale = new_surface.uv_scale;
@ -508,6 +509,7 @@ 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>();
@ -561,15 +563,16 @@ 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++) {
@ -589,11 +592,13 @@ 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);
}
@ -621,21 +626,29 @@ 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) {

View File

@ -98,6 +98,10 @@ 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;
Vector4 uv_scale;
struct BlendShape {

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());
}

View File

@ -2041,6 +2041,12 @@ 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

@ -326,6 +326,8 @@ public:
void update_visibility_notifiers();
Rect2 _debug_canvas_item_get_rect(RID p_item);
bool free(RID p_rid);
RendererCanvasCull();
~RendererCanvasCull();

View File

@ -430,6 +430,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = new_surface.aabb;
s->bone_aabbs = new_surface.bone_aabbs; //only really useful for returning them.
s->mesh_to_skeleton_xform = p_surface.mesh_to_skeleton_xform;
s->uv_scale = new_surface.uv_scale;
@ -617,6 +618,7 @@ 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);
@ -663,15 +665,16 @@ 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++) {
@ -691,11 +694,13 @@ 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);
}
@ -723,21 +728,29 @@ 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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@ -120,6 +120,10 @@ 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;
Vector4 uv_scale;
RID blend_shape_buffer;

View File

@ -940,6 +940,8 @@ 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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@ -1777,6 +1777,14 @@ 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:
@ -3161,6 +3169,8 @@ 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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@ -328,6 +328,10 @@ 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;
Vector4 uv_scale;
@ -1491,6 +1495,9 @@ 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 {