fix(renderer): mesh collider source positions in render space for skinned meshes

Skinned meshes keep vertices in raw mesh space (bakeTransform=false);
rendering transforms them via bind palette (global(bone) x invBind, folds
FBX unit scale). Physics MeshShape/ConvexHull and the mesh bounding sphere
consumed the raw positions directly -> M1911 hull measured ~10x the visual
size. ParseFromDisk now bakes bind-palette-skinned positions per vertex
(same formula as the skinning shader) into ParsedMesh::cpuPositions; Mesh
uses them for m_CpuPositions and bounds. GPU vertex data and rendering are
untouched.
This commit is contained in:
2026-10-03 17:43:55 +08:00
parent e1cef53158
commit d5a86c170e
4 changed files with 70 additions and 11 deletions
+18 -8
View File
@@ -25,7 +25,8 @@ namespace Engine
Mesh::Mesh(Device& device, MemoryAllocator& allocator,
const std::vector<Vertex>& vertices,
const std::vector<std::vector<u32>>& lods,
Material* material)
Material* material,
const std::vector<glm::vec3>* cpuPositions)
: m_Material(material)
, m_Slot(s_nextMeshSlot.fetch_add(1, std::memory_order_relaxed))
{
@@ -35,11 +36,19 @@ namespace Engine
return;
}
// 位置取数:蒙皮 mesh 用绑定姿态渲染空间副本(与视觉同源),
// 否则用原始顶点位置
const bool useBind = cpuPositions != nullptr &&
cpuPositions->size() == vertices.size();
auto posAt = [&](size_t i) -> const glm::vec3& {
return useBind ? (*cpuPositions)[i] : vertices[i].position;
};
// CPU 位置副本:物理 MeshShape/ConvexHull 数据源(GPU 上传后
// 完整 Vertex 不再保留,见 Mesh.h)
m_CpuPositions.reserve(vertices.size());
for (const auto& v : vertices) {
m_CpuPositions.push_back(v.position);
for (size_t i = 0; i < vertices.size(); ++i) {
m_CpuPositions.push_back(posAt(i));
}
m_CpuIndices = lods[0];
@@ -78,18 +87,19 @@ namespace Engine
}
// 局部空间包围球:顶点包围盒 → 中心 + 最大半径(视锥剔除用)
// 蒙皮 mesh 用绑定姿态副本(原始空间包围球大一个数量级 = 剔除/拾取失真)
{
glm::vec3 mn(std::numeric_limits<f32>::max());
glm::vec3 mx(std::numeric_limits<f32>::lowest());
for (const auto& v : vertices) {
mn = glm::min(mn, v.position);
mx = glm::max(mx, v.position);
for (size_t i = 0; i < vertices.size(); ++i) {
mn = glm::min(mn, posAt(i));
mx = glm::max(mx, posAt(i));
}
m_Bounds.center = (mn + mx) * 0.5f;
m_Bounds.radius = 0.0f;
for (const auto& v : vertices) {
for (size_t i = 0; i < vertices.size(); ++i) {
m_Bounds.radius = glm::max(m_Bounds.radius,
glm::length(v.position - m_Bounds.center));
glm::length(posAt(i) - m_Bounds.center));
}
}