Precompute bone matrices during skinning

master
Alexei Kotov 1 month ago
parent 9351a0e542
commit 0f4e0ac818

@ -170,18 +170,26 @@ namespace SceneUtil
osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(geom.getNormalArray());
osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(geom.getTexCoordArray(7));
std::vector<osg::Matrixf> boneMatrices(mNodes.size());
std::vector<Bone*>::const_iterator bone = mNodes.begin();
std::vector<BoneInfo>::const_iterator boneInfo = mData->mBones.begin();
for (osg::Matrixf& boneMat : boneMatrices)
{
if (*bone != nullptr)
boneMat = boneInfo->mInvBindMatrix * (*bone)->mMatrixInSkeletonSpace;
++bone;
++boneInfo;
}
for (const auto& [influences, vertices] : mData->mInfluences)
{
osg::Matrixf resultMat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
for (const auto& [index, weight] : influences)
{
const Bone* bone = mNodes[index];
if (bone == nullptr)
if (mNodes[index] == nullptr)
continue;
osg::Matrixf boneMat = mData->mBones[index].mInvBindMatrix * bone->mMatrixInSkeletonSpace;
float* boneMatPtr = boneMat.ptr();
const float* boneMatPtr = boneMatrices[index].ptr();
float* resultMatPtr = resultMat.ptr();
for (int i = 0; i < 16; ++i, ++resultMatPtr, ++boneMatPtr)
if (i % 4 != 3)

Loading…
Cancel
Save