Merge branch 'precomputedbonematrices' into 'master'

Precompute bone matrices before skinning

See merge request OpenMW/openmw!4467
master
psi29a 1 month ago
commit 1dac165356

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

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