Merge pull request #97538 from detomon/optimize-skeleton3d-global-pose
Improve global bone pose calculation in `Skeleton3D`
This commit is contained in:
commit
47d45f1a4e
2 changed files with 138 additions and 14 deletions
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@ -276,6 +276,8 @@ void Skeleton3D::_update_process_order() {
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concatenated_bone_names = StringName();
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_update_bones_nested_set();
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process_order_dirty = false;
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emit_signal("bone_list_changed");
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@ -334,6 +336,8 @@ void Skeleton3D::_notification(int p_what) {
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Bone *bonesptr = bones.ptr();
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int len = bones.size();
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thread_local LocalVector<bool> bone_global_pose_dirty_backup;
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// Process modifiers.
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_find_modifiers();
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if (!modifiers.is_empty()) {
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@ -341,6 +345,9 @@ void Skeleton3D::_notification(int p_what) {
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for (uint32_t i = 0; i < bones.size(); i++) {
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bones_backup[i].save(bones[i]);
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}
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// Store dirty flags for global bone poses.
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bone_global_pose_dirty_backup = bone_global_pose_dirty;
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_process_modifiers();
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}
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@ -415,6 +422,8 @@ void Skeleton3D::_notification(int p_what) {
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for (uint32_t i = 0; i < bones.size(); i++) {
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bones_backup[i].restore(bones[i]);
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}
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// Restore dirty flags for global bone poses.
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bone_global_pose_dirty = bone_global_pose_dirty_backup;
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}
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updating = false;
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@ -457,10 +466,111 @@ void Skeleton3D::_make_modifiers_dirty() {
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_update_deferred(UPDATE_FLAG_MODIFIER);
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}
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void Skeleton3D::_update_bones_nested_set() {
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nested_set_offset_to_bone_index.resize(bones.size());
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bone_global_pose_dirty.resize(bones.size());
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_make_bone_global_poses_dirty();
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int offset = 0;
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for (int bone : parentless_bones) {
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offset += _update_bone_nested_set(bone, offset);
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}
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}
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int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) {
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Bone &bone = bones[p_bone];
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int offset = p_offset + 1;
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int span = 1;
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for (int child_bone : bone.child_bones) {
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int subspan = _update_bone_nested_set(child_bone, offset);
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offset += subspan;
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span += subspan;
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}
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nested_set_offset_to_bone_index[p_offset] = p_bone;
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bone.nested_set_offset = p_offset;
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bone.nested_set_span = span;
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return span;
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}
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void Skeleton3D::_make_bone_global_poses_dirty() {
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for (uint32_t i = 0; i < bone_global_pose_dirty.size(); i++) {
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bone_global_pose_dirty[i] = true;
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}
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}
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void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) {
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if (process_order_dirty) {
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return;
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}
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const Bone &bone = bones[p_bone];
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int span_offset = bone.nested_set_offset;
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// No need to make subtree dirty when bone is already dirty.
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if (bone_global_pose_dirty[span_offset]) {
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return;
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}
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// Make global poses of subtree dirty.
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int span_end = span_offset + bone.nested_set_span;
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for (int i = span_offset; i < span_end; i++) {
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bone_global_pose_dirty[i] = true;
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}
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}
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void Skeleton3D::_update_bone_global_pose(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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_update_process_order();
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// Global pose is already calculated.
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int nested_set_offset = bones[p_bone].nested_set_offset;
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if (!bone_global_pose_dirty[nested_set_offset]) {
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return;
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}
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thread_local LocalVector<int> bone_list;
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bone_list.clear();
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Transform3D global_pose;
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// Create list of parent bones for which the global pose needs to be recalculated.
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for (int bone = p_bone; bone >= 0; bone = bones[bone].parent) {
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int offset = bones[bone].nested_set_offset;
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// Stop searching when global pose is not dirty.
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if (!bone_global_pose_dirty[offset]) {
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global_pose = bones[bone].global_pose;
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break;
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}
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bone_list.push_back(bone);
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}
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// Calculate global poses for all parent bones and the current bone.
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for (int i = bone_list.size() - 1; i >= 0; i--) {
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int bone_idx = bone_list[i];
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Bone &bone = bones[bone_idx];
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bool bone_enabled = bone.enabled && !show_rest_only;
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Transform3D bone_pose = bone_enabled ? get_bone_pose(bone_idx) : get_bone_rest(bone_idx);
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global_pose *= bone_pose;
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#ifndef DISABLE_DEPRECATED
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if (bone.global_pose_override_amount >= CMP_EPSILON) {
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global_pose = global_pose.interpolate_with(bone.global_pose_override, bone.global_pose_override_amount);
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}
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#endif // _DISABLE_DEPRECATED
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bone.global_pose = global_pose;
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bone_global_pose_dirty[bone.nested_set_offset] = false;
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}
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}
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Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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const_cast<Skeleton3D *>(this)->force_update_all_dirty_bones();
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const_cast<Skeleton3D *>(this)->_update_bone_global_pose(p_bone);
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return bones[p_bone].global_pose;
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}
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@ -672,6 +782,7 @@ void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
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bones[p_bone].rest = p_rest;
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rest_dirty = true;
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
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const int bone_size = bones.size();
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@ -695,6 +806,7 @@ void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
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bones[p_bone].enabled = p_enabled;
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emit_signal(SceneStringName(bone_enabled_changed), p_bone);
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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bool Skeleton3D::is_bone_enabled(int p_bone) const {
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@ -707,6 +819,7 @@ void Skeleton3D::set_show_rest_only(bool p_enabled) {
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show_rest_only = p_enabled;
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emit_signal(SceneStringName(show_rest_only_changed));
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_make_dirty();
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_make_bone_global_poses_dirty();
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}
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bool Skeleton3D::is_show_rest_only() const {
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@ -733,6 +846,7 @@ void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
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bones[p_bone].pose_cache_dirty = true;
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if (is_inside_tree()) {
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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}
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@ -744,6 +858,7 @@ void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
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bones[p_bone].pose_cache_dirty = true;
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if (is_inside_tree()) {
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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}
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void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
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@ -754,6 +869,7 @@ void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation
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bones[p_bone].pose_cache_dirty = true;
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if (is_inside_tree()) {
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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}
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void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
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@ -764,6 +880,7 @@ void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
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bones[p_bone].pose_cache_dirty = true;
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if (is_inside_tree()) {
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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}
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@ -938,14 +1055,14 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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ERR_FAIL_INDEX(p_bone_idx, bone_size);
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Bone *bonesptr = bones.ptr();
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thread_local LocalVector<int> bones_to_process;
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bones_to_process.clear();
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bones_to_process.push_back(p_bone_idx);
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uint32_t index = 0;
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while (index < bones_to_process.size()) {
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int current_bone_idx = bones_to_process[index];
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// Loop through nested set.
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for (int offset = 0; offset < bone_size; offset++) {
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if (!bone_global_pose_dirty[offset]) {
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continue;
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}
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int current_bone_idx = nested_set_offset_to_bone_index[offset];
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Bone &b = bonesptr[current_bone_idx];
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bool bone_enabled = b.enabled && !show_rest_only;
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@ -992,13 +1109,7 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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}
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#endif // _DISABLE_DEPRECATED
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// Add the bone's children to the list of bones to be processed.
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int child_bone_size = b.child_bones.size();
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for (int i = 0; i < child_bone_size; i++) {
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bones_to_process.push_back(b.child_bones[i]);
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}
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index++;
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bone_global_pose_dirty[offset] = false;
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}
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}
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@ -1176,6 +1287,7 @@ void Skeleton3D::clear_bones_global_pose_override() {
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bones[i].global_pose_override_reset = true;
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}
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_make_dirty();
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_make_bone_global_poses_dirty();
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}
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void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
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@ -1185,6 +1297,7 @@ void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_
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bones[p_bone].global_pose_override = p_pose;
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bones[p_bone].global_pose_override_reset = !p_persistent;
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_make_dirty();
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_make_bone_global_pose_subtree_dirty(p_bone);
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}
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Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
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@ -107,6 +107,8 @@ private:
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Quaternion pose_rotation;
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Vector3 pose_scale = Vector3(1, 1, 1);
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Transform3D global_pose;
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int nested_set_offset = 0; // Offset in nested set of bone hierarchy.
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int nested_set_span = 0; // Subtree span in nested set of bone hierarchy.
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void update_pose_cache() {
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if (pose_cache_dirty) {
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@ -183,6 +185,15 @@ private:
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void _make_modifiers_dirty();
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LocalVector<BonePoseBackup> bones_backup;
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// Global bone pose calculation.
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LocalVector<int> nested_set_offset_to_bone_index; // Map from Bone::nested_set_offset to bone index.
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LocalVector<bool> bone_global_pose_dirty; // Indexable with Bone::nested_set_offset.
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void _update_bones_nested_set();
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int _update_bone_nested_set(int p_bone, int p_offset);
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void _make_bone_global_poses_dirty();
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void _make_bone_global_pose_subtree_dirty(int p_bone);
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void _update_bone_global_pose(int p_bone);
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#ifndef DISABLE_DEPRECATED
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void _add_bone_bind_compat_88791(const String &p_name);
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