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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.h
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.h')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index e53e21e946f..36eff21c085 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -110,6 +110,9 @@ protected:
bool m_poseApplied;
bool m_recalcNormal;
+ void BlenderDeformVerts();
+ void BGEDeformVerts();
+
#ifdef WITH_CXX_GUARDEDALLOC
public: