Properly calculate polygon2D AABB with skeleton

This commit is contained in:
clayjohn 2020-07-29 23:57:01 -07:00
parent 3de89f78e5
commit 32928c2112
1 changed files with 47 additions and 0 deletions

View File

@ -969,6 +969,53 @@ public:
for (int j = 1; j < l; j++) {
r.expand_to(pp[j]);
}
if (skeleton != RID()) {
// calculate bone AABBs
int bone_count = RasterizerStorage::base_singleton->skeleton_get_bone_count(skeleton);
Vector<Rect2> bone_aabbs;
bone_aabbs.resize(bone_count);
Rect2 *bptr = bone_aabbs.ptrw();
for (int j = 0; j < bone_count; j++) {
bptr[j].size = Vector2(-1, -1); //negative means unused
}
for (int j = 0; j < l; j++) {
Point2 p = pp[j];
for (int k = 0; k < 4; k++) {
int idx = polygon->bones[j * 4 + k];
float w = polygon->weights[j * 4 + k];
if (w == 0)
continue;
if (bptr[idx].size.x < 0) {
//first
bptr[idx] = Rect2(p, Vector2(0.00001, 0.00001));
} else {
bptr[idx].expand_to(p);
}
}
}
Rect2 aabb;
bool first_bone = true;
for (int j = 0; j < bone_count; j++) {
Transform2D mtx = RasterizerStorage::base_singleton->skeleton_bone_get_transform_2d(skeleton, j);
Rect2 baabb = mtx.xform(bone_aabbs[j]);
if (first_bone) {
aabb = baabb;
first_bone = false;
} else {
aabb = aabb.merge(baabb);
}
}
r = r.merge(aabb);
}
} break;
case Item::Command::TYPE_MESH: {