diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index 9bbf07a3ed2..47cba81798d 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -238,6 +238,7 @@ void BL_SkinDeformer::BGEDeformVerts() MDeformVert *dverts = m_bmesh->dvert; bDeformGroup *dg; int defbase_tot = BLI_countlist(&m_objMesh->defbase); + Eigen::Matrix4f pre_mat, post_mat, chan_mat, norm_chan_mat; if (!dverts) return; @@ -257,15 +258,18 @@ void BL_SkinDeformer::BGEDeformVerts() } } + post_mat = Eigen::Matrix4f::Map((float*)m_obmat).inverse() * Eigen::Matrix4f::Map((float*)m_armobj->GetArmatureObject()->obmat); + pre_mat = post_mat.inverse(); + MDeformVert *dv= dverts; + MDeformWeight *dw; for (int i=0; itotvert; ++i, dv++) { - float contrib = 0.f, weight, max_weight=0.f; + float contrib = 0.f, weight, max_weight=-1.f; bPoseChannel *pchan=NULL; - Eigen::Map norm(m_transnors[i]); + Eigen::Map norm = Eigen::Vector3f::Map(m_transnors[i]); Eigen::Vector4f vec(0, 0, 0, 1); - Eigen::Matrix4f norm_chan_mat; Eigen::Vector4f co(m_transverts[i][0], m_transverts[i][1], m_transverts[i][2], @@ -274,7 +278,9 @@ void BL_SkinDeformer::BGEDeformVerts() if (!dv->totweight) continue; - MDeformWeight *dw= dv->dw; + co = pre_mat * co; + + dw= dv->dw; for (unsigned int j= dv->totweight; j != 0; j--, dw++) { @@ -286,12 +292,10 @@ void BL_SkinDeformer::BGEDeformVerts() if (weight) { - Eigen::Vector4f cop(co); - Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat); + chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat); // Update Vertex Position - cop = chan_mat*cop; - vec += (cop - co)*weight; + vec.noalias() += (chan_mat*co - co)*weight; // Save the most influential channel so we can use it to update the vertex normal if (weight > max_weight) @@ -304,16 +308,14 @@ void BL_SkinDeformer::BGEDeformVerts() } } } - // Update Vertex Normal norm = norm_chan_mat.topLeftCorner<3, 3>()*norm; - - if (contrib > 0.0001f) - { - vec *= 1.f/contrib; - co += vec; - } + + co.noalias() += vec/contrib; + co[3] = 1.f; // Make sure we have a 1 for the w component! + + co = post_mat * co; m_transverts[i][0] = co[0]; m_transverts[i][1] = co[1];