[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38719] branches/soc-2011-pepper: 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.

Mitchell Stokes mogurijin at gmail.com
Tue Jul 26 08:10:05 CEST 2011


Revision: 38719
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38719
Author:   moguri
Date:     2011-07-26 06:10:05 +0000 (Tue, 26 Jul 2011)
Log Message:
-----------
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).

Modified Paths:
--------------
    branches/soc-2011-pepper/release/scripts/startup/bl_ui/properties_data_armature.py
    branches/soc-2011-pepper/source/blender/makesdna/DNA_armature_types.h
    branches/soc-2011-pepper/source/blender/makesrna/intern/rna_armature.c
    branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp
    branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.h
    branches/soc-2011-pepper/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    branches/soc-2011-pepper/source/gameengine/Converter/BL_SkinDeformer.cpp
    branches/soc-2011-pepper/source/gameengine/Converter/BL_SkinDeformer.h
    branches/soc-2011-pepper/source/gameengine/Converter/CMakeLists.txt
    branches/soc-2011-pepper/source/gameengine/Converter/SConscript

Modified: branches/soc-2011-pepper/release/scripts/startup/bl_ui/properties_data_armature.py
===================================================================
--- branches/soc-2011-pepper/release/scripts/startup/bl_ui/properties_data_armature.py	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/release/scripts/startup/bl_ui/properties_data_armature.py	2011-07-26 06:10:05 UTC (rev 38719)
@@ -70,6 +70,9 @@
         flow.prop(arm, "use_deform_envelopes", text="Envelopes")
         flow.prop(arm, "use_deform_preserve_volume", text="Quaternion")
 
+        if context.scene.render.engine == "BLENDER_GAME":
+            col = layout.column()
+            col.prop(arm, "vert_deformer")
 
 class DATA_PT_display(ArmatureButtonsPanel, bpy.types.Panel):
     bl_label = "Display"

Modified: branches/soc-2011-pepper/source/blender/makesdna/DNA_armature_types.h
===================================================================
--- branches/soc-2011-pepper/source/blender/makesdna/DNA_armature_types.h	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/blender/makesdna/DNA_armature_types.h	2011-07-26 06:10:05 UTC (rev 38719)
@@ -96,7 +96,9 @@
 	void		*sketch;				/* sketch struct for etch-a-ton */
 	
 	int			flag;
-	int			drawtype;			
+	int			drawtype;
+	int			gevertdeformer;			/* how vertex deformation is handled in the ge */
+	int			pad;
 	short		deformflag; 
 	short		pathflag;
 	
@@ -140,6 +142,12 @@
 	ARM_WIRE
 } eArmature_Drawtype;
 
+/* armature->gevertdeformer */
+typedef enum eArmature_VertDeformer {
+	ARM_VDEF_BLENDER,
+	ARM_VDEF_BGE_CPU
+} eArmature_VertDeformer;
+
 /* armature->deformflag */
 typedef enum eArmature_DeformFlag {
 	ARM_DEF_VGROUP			= (1<<0),

Modified: branches/soc-2011-pepper/source/blender/makesrna/intern/rna_armature.c
===================================================================
--- branches/soc-2011-pepper/source/blender/makesrna/intern/rna_armature.c	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/blender/makesrna/intern/rna_armature.c	2011-07-26 06:10:05 UTC (rev 38719)
@@ -818,6 +818,10 @@
 		{ARM_ENVELOPE, "ENVELOPE", 0, "Envelope", "Display bones as extruded spheres, showing deformation influence volume"},
 		{ARM_WIRE, "WIRE", 0, "Wire", "Display bones as thin wires, showing subdivision and B-Splines"},
 		{0, NULL, 0, NULL, NULL}};
+	static EnumPropertyItem prop_vdeformer[] = {
+		{ARM_VDEF_BLENDER, "BLENDER", 0, "Blender", "Uses Blender's armature vertex deformation"},
+		{ARM_VDEF_BGE_CPU, "BGE_CPU", 0, "BGE", "Uses vertex deformation code optimized for the BGE"},
+		{0, NULL, 0, NULL, NULL}};
 	static EnumPropertyItem prop_ghost_type_items[] = {
 		{ARM_GHOST_CUR, "CURRENT_FRAME", 0, "Around Frame", "Display Ghosts of poses within a fixed number of frames around the current frame"},
 		{ARM_GHOST_RANGE, "RANGE", 0, "In Range", "Display Ghosts of poses within specified range"},
@@ -864,6 +868,13 @@
 	RNA_def_property_ui_text(prop, "Draw Type", "");
 	RNA_def_property_update(prop, 0, "rna_Armature_redraw_data");
 	RNA_def_property_flag(prop, PROP_LIB_EXCEPTION);
+
+	prop= RNA_def_property(srna, "vert_deformer", PROP_ENUM, PROP_NONE);
+	RNA_def_property_enum_sdna(prop, NULL, "gevertdeformer");
+	RNA_def_property_enum_items(prop, prop_vdeformer);
+	RNA_def_property_ui_text(prop, "Vertex Deformer", "");
+	RNA_def_property_update(prop, 0, "rna_Armature_redraw_data");
+	RNA_def_property_flag(prop, PROP_LIB_EXCEPTION);
 	
 // XXX depreceated ....... old animviz for armatures only
 	prop= RNA_def_property(srna, "ghost_type", PROP_ENUM, PROP_NONE);

Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.cpp	2011-07-26 06:10:05 UTC (rev 38719)
@@ -215,7 +215,8 @@
 				void* sgReplicationInfo, 
 				SG_Callbacks callbacks, 
 				Object *armature,
-				Scene *scene)
+				Scene *scene,
+				int vert_deform_type)
 
 :	KX_GameObject(sgReplicationInfo,callbacks),
 	m_controlledConstraints(),
@@ -229,7 +230,8 @@
 	m_activePriority(999),
 	m_constraintNumber(0),
 	m_channelNumber(0),
-	m_lastapplyframe(0.0)
+	m_lastapplyframe(0.0),
+	m_vert_deform_type(vert_deform_type)
 {
 	m_armature = (bArmature *)armature->data;
 

Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.h	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ArmatureObject.h	2011-07-26 06:10:05 UTC (rev 38719)
@@ -69,7 +69,8 @@
 		void* sgReplicationInfo,
 		SG_Callbacks callbacks,
 		Object *armature,
-		Scene *scene
+		Scene *scene,
+		int vert_deform_type
 	);
 	virtual ~BL_ArmatureObject();
 
@@ -90,6 +91,8 @@
 	
 	Object* GetArmatureObject() {return m_objArma;}
 
+	int GetVertDeformType() {return m_vert_deform_type;}
+
 	// for constraint python API
 	void LoadConstraints(KX_BlenderSceneConverter* converter);
 	size_t GetConstraintNumber() const { return m_constraintNumber; }
@@ -136,6 +139,7 @@
 	double  m_timestep;		// delta since last pose evaluation.
 	class BL_ActionActuator *m_activeAct;
 	short	m_activePriority;
+	int		m_vert_deform_type;
 	size_t  m_constraintNumber;
 	size_t  m_channelNumber;
 	// store the original armature object matrix

Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2011-07-26 06:10:05 UTC (rev 38719)
@@ -1807,11 +1807,13 @@
 	
 	case OB_ARMATURE:
 	{
+		bArmature *arm = (bArmature*)ob->data;
 		gameobj = new BL_ArmatureObject(
 			kxscene,
 			KX_Scene::m_callbacks,
 			ob,
-			kxscene->GetBlenderScene() // handle
+			kxscene->GetBlenderScene(), // handle
+			arm->gevertdeformer
 		);
 		/* Get the current pose from the armature object and apply it as the rest pose */
 		break;

Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_SkinDeformer.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_SkinDeformer.cpp	2011-07-26 04:31:59 UTC (rev 38718)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_SkinDeformer.cpp	2011-07-26 06:10:05 UTC (rev 38719)
@@ -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"
 }
  
 
@@ -176,18 +181,106 @@
 	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 */
 			VerifyStorage();
@@ -199,16 +292,16 @@
 
 		m_armobj->ApplyPose();
 
-		// save matrix first
-		copy_m4_m4(obmat, m_objMesh->obmat);
-		// set reference matrix
-		copy_m4_m4(m_objMesh->obmat, m_obmat);
+		switch (m_armobj->GetVertDeformType())
+		{
+			case ARM_VDEF_BGE_CPU:
+				BGEDeformVerts();
+				break;
+			case ARM_VDEF_BLENDER:
+			default:
+				BlenderDeformVerts();
+		}
 
-		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);
-
 #ifdef __NLA_DEFNORMALS
 		if (m_recalcNormal)
 			RecalcNormals();


@@ Diff output truncated at 10240 characters. @@



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