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Precompute bone matrices during skinning
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1 changed files with 13 additions and 5 deletions
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@ -170,18 +170,26 @@ namespace SceneUtil
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osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(geom.getNormalArray());
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osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(geom.getNormalArray());
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osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(geom.getTexCoordArray(7));
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osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(geom.getTexCoordArray(7));
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std::vector<osg::Matrixf> boneMatrices(mNodes.size());
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std::vector<Bone*>::const_iterator bone = mNodes.begin();
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std::vector<BoneInfo>::const_iterator boneInfo = mData->mBones.begin();
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for (osg::Matrixf& boneMat : boneMatrices)
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{
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if (*bone != nullptr)
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boneMat = boneInfo->mInvBindMatrix * (*bone)->mMatrixInSkeletonSpace;
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++bone;
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++boneInfo;
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}
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for (const auto& [influences, vertices] : mData->mInfluences)
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for (const auto& [influences, vertices] : mData->mInfluences)
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{
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{
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osg::Matrixf resultMat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
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osg::Matrixf resultMat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
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for (const auto& [index, weight] : influences)
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for (const auto& [index, weight] : influences)
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{
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{
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const Bone* bone = mNodes[index];
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if (mNodes[index] == nullptr)
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if (bone == nullptr)
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continue;
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continue;
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const float* boneMatPtr = boneMatrices[index].ptr();
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osg::Matrixf boneMat = mData->mBones[index].mInvBindMatrix * bone->mMatrixInSkeletonSpace;
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float* boneMatPtr = boneMat.ptr();
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float* resultMatPtr = resultMat.ptr();
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float* resultMatPtr = resultMat.ptr();
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for (int i = 0; i < 16; ++i, ++resultMatPtr, ++boneMatPtr)
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for (int i = 0; i < 16; ++i, ++resultMatPtr, ++boneMatPtr)
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if (i % 4 != 3)
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if (i % 4 != 3)
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