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authorMitchell Stokes <mogurijin@gmail.com>2011-07-26 10:10:05 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-26 10:10:05 +0400
commit1f65b3b1a8f5ccc54a794ed0d6f8cf2d3e2c5a36 (patch)
tree236c1d8475709b45962fd5efa901626a78fedbe0 /source/gameengine/Converter/BL_SkinDeformer.cpp
parent1e0e0ff5c4e88f2ee21c849b151a1899ae4c714f (diff)
BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp125
1 files changed, 109 insertions, 16 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 34f9cb56c27..fb25a55e30a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -36,6 +36,10 @@
#pragma warning (disable : 4786)
#endif //WIN32
+// Eigen2 stuff used for BGEDeformVerts
+#include <Eigen/Core>
+#include <Eigen/LU>
+
#include "BL_SkinDeformer.h"
#include "CTR_Map.h"
#include "STR_HashedString.h"
@@ -54,6 +58,7 @@
extern "C"{
#include "BKE_lattice.h"
+ #include "BKE_deform.h"
}
@@ -176,17 +181,105 @@ void BL_SkinDeformer::ProcessReplica()
m_releaseobject = false;
}
-//void where_is_pose (Object *ob);
-//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
+void BL_SkinDeformer::BlenderDeformVerts()
+{
+ float obmat[4][4]; // the original object matrix
+ Object* par_arma = m_armobj->GetArmatureObject();
+
+ // save matrix first
+ copy_m4_m4(obmat, m_objMesh->obmat);
+ // set reference matrix
+ copy_m4_m4(m_objMesh->obmat, m_obmat);
+
+ armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
+
+ // restore matrix
+ copy_m4_m4(m_objMesh->obmat, obmat);
+}
+
+void BL_SkinDeformer::BGEDeformVerts()
+{
+ Object *par_arma = m_armobj->GetArmatureObject();
+ MDeformVert *dverts = m_bmesh->dvert;
+ MDeformVert *dvert;
+ bDeformGroup *dg;
+ bPoseChannel *pchan=NULL;
+ bPoseChannel **dfnrToPC;
+ int numGroups = BLI_countlist(&m_objMesh->defbase);
+
+ if (!dverts)
+ return;
+
+ dfnrToPC = new bPoseChannel*[numGroups];
+ int i;
+ for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
+ dg;
+ ++i, dg=(bDeformGroup*)dg->next)
+ {
+ dfnrToPC[i] = get_pose_channel(par_arma->pose, dg->name);
+
+ if (dfnrToPC[i] && dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
+ dfnrToPC[i] = NULL;
+ }
+
+
+ for (int i=0; i<m_bmesh->totvert; ++i)
+ {
+ float contrib = 0.f, weight;
+ Bone *bone;
+ Eigen::Vector4f co(0.f, 0.f, 0.f, 1.f);
+ Eigen::Vector4f vec(0, 0, 0, 1);
+ co[0] = m_transverts[i][0];
+ co[1] = m_transverts[i][1];
+ co[2] = m_transverts[i][2];
+
+ dvert = dverts+i;
+
+ if (!dvert->totweight)
+ continue;
+
+ for (int j=0; j<dvert->totweight; ++j)
+ {
+ int index = dvert->dw[j].def_nr;
+
+ if (index < numGroups && (pchan=dfnrToPC[index]))
+ {
+ weight = dvert->dw[j].weight;
+ bone = pchan->bone;
+
+ if (weight)
+ {
+ Eigen::Vector4f cop(co);
+ Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
+
+ cop = chan_mat*cop;
+ vec += (cop - co)*weight;
+
+ contrib += weight;
+ }
+ }
+ }
+
+
+ if (contrib > 0.0001f)
+ {
+ vec *= 1.f/contrib;
+ co += vec;
+ }
+
+ m_transverts[i][0] = co[0];
+ m_transverts[i][1] = co[1];
+ m_transverts[i][2] = co[2];
+ }
+
+ if (dfnrToPC)
+ delete [] dfnrToPC;
+}
+
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
{
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
- float obmat[4][4]; // the original object matrice
-
- /* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
- /* but it requires the blender object pointer... */
- Object* par_arma = m_armobj->GetArmatureObject();
if(!shape_applied) {
/* store verts locally */
@@ -199,15 +292,15 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
m_armobj->ApplyPose();
- // save matrix first
- copy_m4_m4(obmat, m_objMesh->obmat);
- // set reference matrix
- copy_m4_m4(m_objMesh->obmat, m_obmat);
-
- armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
-
- // restore matrix
- copy_m4_m4(m_objMesh->obmat, obmat);
+ switch (m_armobj->GetVertDeformType())
+ {
+ case ARM_VDEF_BGE_CPU:
+ BGEDeformVerts();
+ break;
+ case ARM_VDEF_BLENDER:
+ default:
+ BlenderDeformVerts();
+ }
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)