Fix bone vertex joint binding
parent
f70dbc47ae
commit
8007f17f08
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@ -148,19 +148,32 @@ void BoneGenerator::calculateBoneVertexWeights(const Uuid& boneId, Bone& bone)
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if (findBoneVertices == m_boneVertices.end())
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return;
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if (bone.startPositions.size() < 2)
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return;
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std::vector<std::unordered_set<size_t>> segments(bone.startPositions.size());
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std::unordered_set<size_t> usedVertices;
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// Split bone vertices by joint position and forward direction
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for (size_t jointIndex = 0; jointIndex + 1 < bone.startPositions.size(); ++jointIndex) {
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const auto& nextJointPosition = bone.startPositions[jointIndex + 1];
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auto forwardDirection = bone.forwardVectors[jointIndex].normalized();
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for (const auto& vertex : findBoneVertices->second) {
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if (usedVertices.end() != usedVertices.find(vertex))
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continue;
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const auto& vertexPosition = m_vertices[vertex];
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if (Vector3::dotProduct(forwardDirection, (vertexPosition - nextJointPosition).normalized()) <= 0.0) {
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segments[jointIndex].insert(vertex);
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usedVertices.insert(vertex);
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}
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}
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}
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for (const auto& vertex : findBoneVertices->second) {
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if (usedVertices.end() != usedVertices.find(vertex))
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continue;
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segments[segments.size() - 2].insert(vertex);
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}
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bone.vertexWeights.resize(bone.startPositions.size());
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for (size_t jointIndex = 0; jointIndex < bone.startPositions.size(); ++jointIndex) {
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@ -168,16 +181,6 @@ void BoneGenerator::calculateBoneVertexWeights(const Uuid& boneId, Bone& bone)
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bone.vertexWeights[jointIndex].push_back(VertexWeight { it, 1.0 });
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}
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// Calculate joint radius based on group all the boundary vertices,
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// and use these vertices as points of sphere,
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// boundary vertices means the edge connected these vertices in different bone vertex split
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// Use m_triangles which contains all triangles to find the edges of vertices
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// TODO:
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// Weight vertex as normal when not in joint radius range
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// TODO:
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// Weight vertex as joint radius considered
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// TODO:
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}
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@ -266,7 +269,7 @@ void BoneGenerator::generateBonePreviews()
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const auto& color = s_colors[(findBone->second.index) % s_colors.size()];
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const auto& alternativeColor = s_colors[(findBone->second.index + s_colors.size() / 2) % s_colors.size()];
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for (size_t jointIndex = 0; jointIndex < findBone->second.vertexWeights.size(); ++jointIndex) {
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const auto& useColor = 0 == jointIndex % 2 ? color : alternativeColor;
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const auto& useColor = 0 == (jointIndex % 2) ? color : alternativeColor;
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for (const auto& vertexWeight : findBone->second.vertexWeights[jointIndex]) {
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vertexSkinColors[vertexWeight.vertex].push_back(useColor);
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}
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