Fix bone vertex joint binding

master
Jeremy HU 2022-12-10 21:07:50 +11:00
parent f70dbc47ae
commit 8007f17f08
1 changed files with 14 additions and 11 deletions

View File

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