From 03c1585e3a6516c640bec08094178d8c0860a8b6 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Mon, 1 Aug 2011 23:02:10 +0000 Subject: BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information). --- source/gameengine/Converter/BL_SkinDeformer.cpp | 46 +++++++++++++++++++------ source/gameengine/Converter/BL_SkinDeformer.h | 1 + 2 files changed, 36 insertions(+), 11 deletions(-) (limited to 'source') diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index 3f753b2a42c..3a379e8b0ed 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -80,6 +80,7 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj, m_releaseobject(false), m_poseApplied(false), m_recalcNormal(true), + m_copyNormals(false), m_dfnrToPC(NULL) { copy_m4_m4(m_obmat, bmeshobj->obmat); @@ -99,6 +100,7 @@ BL_SkinDeformer::BL_SkinDeformer( //m_defbase(&bmeshobj_old->defbase), m_releaseobject(release_object), m_recalcNormal(recalc_normal), + m_copyNormals(false), m_dfnrToPC(NULL) { // this is needed to ensure correct deformation of mesh: @@ -161,9 +163,14 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) for(i=it.startvertex; iobmat, obmat); + +#ifdef __NLA_DEFNORMALS + if (m_recalcNormal) + RecalcNormals(); +#endif } void BL_SkinDeformer::BGEDeformVerts() @@ -230,15 +242,17 @@ void BL_SkinDeformer::BGEDeformVerts() for (int i=0; itotvert; ++i) { - float contrib = 0.f, weight; + float contrib = 0.f, weight, max_weight=0.f; Bone *bone; bPoseChannel *pchan=NULL; MDeformVert *dvert; - Eigen::Vector4f co(0.f, 0.f, 0.f, 1.f); + Eigen::Map norm(m_transnors[i]); 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]; + Eigen::Matrix4f norm_chan_mat; + Eigen::Vector4f co(m_transverts[i][0], + m_transverts[i][1], + m_transverts[i][2], + 1.f); dvert = dverts+i; @@ -259,15 +273,26 @@ void BL_SkinDeformer::BGEDeformVerts() Eigen::Vector4f cop(co); Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat); + // Update Vertex Position cop = chan_mat*cop; vec += (cop - co)*weight; + // Save the most influential channel so we can use it to update the vertex normal + if (weight > max_weight) + { + max_weight = weight; + norm_chan_mat = chan_mat; + } + contrib += weight; } } } - + + // Update Vertex Normal + norm = norm_chan_mat.corner<3, 3>(Eigen::TopLeft)*norm; + if (contrib > 0.0001f) { vec *= 1.f/contrib; @@ -278,6 +303,7 @@ void BL_SkinDeformer::BGEDeformVerts() m_transverts[i][1] = co[1]; m_transverts[i][2] = co[2]; } + m_copyNormals = true; } bool BL_SkinDeformer::UpdateInternal(bool shape_applied) @@ -291,7 +317,10 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied) /* duplicate */ for (int v =0; vtotvert; v++) + { VECCOPY(m_transverts[v], m_bmesh->mvert[v].co); + VECCOPY(m_transnors[v], m_bmesh->mvert[v].no); + } } m_armobj->ApplyPose(); @@ -306,11 +335,6 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied) BlenderDeformVerts(); } -#ifdef __NLA_DEFNORMALS - if (m_recalcNormal) - RecalcNormals(); -#endif - /* Update the current frame */ m_lastArmaUpdate=m_armobj->GetLastFrame(); diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index 59047387513..be974619281 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -109,6 +109,7 @@ protected: bool m_releaseobject; bool m_poseApplied; bool m_recalcNormal; + bool m_copyNormals; // dirty flag so we know if Apply() needs to copy normal information (used for BGEDeformVerts()) struct bPoseChannel** m_dfnrToPC; void BlenderDeformVerts(); -- cgit v1.2.3