Updated Skinning code

Former-commit-id: ae608042061847b2f710abce8101eb008ef2a661
This commit is contained in:
Lynix
2014-07-08 11:31:14 +02:00
parent d3c3ad5bb8
commit f19b89f947
3 changed files with 24 additions and 37 deletions

View File

@@ -961,7 +961,7 @@ void NzGenerateUvSphere(float size, unsigned int sliceCount, unsigned int stackC
}
}
/************************************NzOptimize***********************************/
/**********************************NzOptimize*********************************/
void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
{
@@ -972,23 +972,20 @@ void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
/************************************NzSkin***********************************/
void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount)
void NzSkinPosition(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &data.inputVertex[startVertex];
NzMeshVertex* outputVertex = &data.outputVertex[startVertex];
const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
unsigned int weightCount = data.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
for (int j = 0; j < inputVertex->weightCount; ++j)
{
const NzWeight& weight = data.weights[data.vertexWeights[i].weights[j]];
NzMatrix4f mat(data.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
}
@@ -1003,7 +1000,7 @@ void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsign
void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
@@ -1012,13 +1009,10 @@ void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int star
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
for (int j = 0; j < inputVertex->weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
@@ -1037,7 +1031,7 @@ void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int star
void NzSkinPositionNormalTangent(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
@@ -1047,13 +1041,10 @@ void NzSkinPositionNormalTangent(const NzSkinningData& skinningInfos, unsigned i
NzVector3f finalNormal(NzVector3f::Zero());
NzVector3f finalTangent(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
for (int j = 0; j < inputVertex->weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
mat *= inputVertex->weights[j];
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);