Use local vector for skeleton

This commit is contained in:
Nazarii 2024-09-29 19:36:56 +03:00
parent 1917bc3454
commit 1ba168fcbc
8 changed files with 73 additions and 74 deletions

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@ -2201,7 +2201,7 @@ void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_
glBindTexture(GL_TEXTURE_2D, 0);
GLES3::Utilities::get_singleton()->texture_allocated_data(skeleton->transforms_texture, skeleton->data.size() * sizeof(float), "Skeleton transforms texture");
memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
memset(skeleton->data.ptr(), 0, skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
}
@ -2232,7 +2232,7 @@ void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 12;
float *dataptr = skeleton->data.ptr() + p_bone * 12;
dataptr[0] = p_transform.basis.rows[0][0];
dataptr[1] = p_transform.basis.rows[0][1];
@ -2284,7 +2284,7 @@ void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, con
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(!skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 8;
float *dataptr = skeleton->data.ptr() + p_bone * 8;
dataptr[0] = p_transform.columns[0][0];
dataptr[1] = p_transform.columns[1][0];

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@ -214,7 +214,7 @@ struct Skeleton {
bool use_2d = false;
int size = 0;
int height = 0;
Vector<float> data;
LocalVector<float> data;
bool dirty = false;
Skeleton *dirty_list = nullptr;

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@ -159,7 +159,7 @@ void Bone2D::_notification(int p_what) {
case NOTIFICATION_EXIT_TREE: {
if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
for (uint32_t i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove_at(i);
break;
@ -555,17 +555,17 @@ void Skeleton2D::_update_bone_setup() {
bones.sort(); //sorting so that they are always in the same order/index
for (int i = 0; i < bones.size(); i++) {
bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones.write[i].bone->skeleton_index = i;
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones[i].bone->skeleton_index = i;
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones.write[i].parent_index = parent_bone->skeleton_index;
bones[i].parent_index = parent_bone->skeleton_index;
} else {
bones.write[i].parent_index = -1;
bones[i].parent_index = -1;
}
bones.write[i].local_pose_override = bones[i].bone->get_skeleton_rest();
bones[i].local_pose_override = bones[i].bone->get_skeleton_rest();
}
transform_dirty = true;
@ -594,16 +594,16 @@ void Skeleton2D::_update_transform() {
transform_dirty = false;
for (int i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= i);
for (uint32_t i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= (int)i);
if (bones[i].parent_index >= 0) {
bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
bones[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
} else {
bones.write[i].accum_transform = bones[i].bone->get_transform();
bones[i].accum_transform = bones[i].bone->get_transform();
}
}
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
RS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
}
@ -621,7 +621,7 @@ int Skeleton2D::get_bone_count() const {
Bone2D *Skeleton2D::get_bone(int p_idx) {
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
ERR_FAIL_INDEX_V(p_idx, bones.size(), nullptr);
ERR_FAIL_INDEX_V(p_idx, (int)bones.size(), nullptr);
return bones[p_idx].bone;
}
@ -733,14 +733,14 @@ RID Skeleton2D::get_skeleton() const {
}
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {
ERR_FAIL_INDEX_MSG(p_bone_idx, bones.size(), "Bone index is out of range!");
bones.write[p_bone_idx].local_pose_override = p_override;
bones.write[p_bone_idx].local_pose_override_amount = p_amount;
bones.write[p_bone_idx].local_pose_override_persistent = p_persistent;
ERR_FAIL_INDEX_MSG(p_bone_idx, (int)bones.size(), "Bone index is out of range!");
bones[p_bone_idx].local_pose_override = p_override;
bones[p_bone_idx].local_pose_override_amount = p_amount;
bones[p_bone_idx].local_pose_override_persistent = p_persistent;
}
Transform2D Skeleton2D::get_bone_local_pose_override(int p_bone_idx) {
ERR_FAIL_INDEX_V_MSG(p_bone_idx, bones.size(), Transform2D(), "Bone index is out of range!");
ERR_FAIL_INDEX_V_MSG(p_bone_idx, (int)bones.size(), Transform2D(), "Bone index is out of range!");
return bones[p_bone_idx].local_pose_override;
}
@ -771,7 +771,7 @@ void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
}
// Do not cache the transform changes caused by the modifications!
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = false;
}
@ -783,7 +783,7 @@ void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
// Only apply the local pose override on _process. Otherwise, just calculate the local_pose_override and reset the transform.
if (p_execution_mode == SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process) {
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
if (bones[i].local_pose_override_amount > 0) {
bones[i].bone->set_meta("_local_pose_override_enabled_", true);
@ -793,7 +793,7 @@ void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
bones[i].bone->propagate_call("force_update_transform");
if (bones[i].local_pose_override_persistent) {
bones.write[i].local_pose_override_amount = 0.0;
bones[i].local_pose_override_amount = 0.0;
}
} else {
// TODO: see if there is a way to undo the override without having to resort to setting every bone's transform.
@ -804,7 +804,7 @@ void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
}
// Cache any future transform changes
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = true;
}

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@ -123,7 +123,7 @@ class Skeleton2D : public Node2D {
bool local_pose_override_persistent = false;
};
Vector<Bone> bones;
LocalVector<Bone> bones;
bool bone_setup_dirty = true;
void _make_bone_setup_dirty();

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@ -81,7 +81,7 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
return false;
}
int which = path.get_slicec('/', 1).to_int();
uint32_t which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
if (which == bones.size() && what == "name") {
@ -89,7 +89,7 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
return true;
}
ERR_FAIL_INDEX_V(which, bones.size(), false);
ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
if (what == "parent") {
set_bone_parent(which, p_value);
@ -153,10 +153,10 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
return false;
}
int which = path.get_slicec('/', 1).to_int();
uint32_t which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, bones.size(), false);
ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
if (what == "name") {
r_ret = get_bone_name(which);
@ -182,7 +182,7 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
}
void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
const String prep = vformat("%s/%d/", PNAME("bones"), i);
p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
@ -241,7 +241,7 @@ void Skeleton3D::_update_process_order() {
return;
}
Bone *bonesptr = bones.ptrw();
Bone *bonesptr = bones.ptr();
int len = bones.size();
parentless_bones.clear();
@ -283,7 +283,7 @@ void Skeleton3D::_update_process_order() {
void Skeleton3D::_update_bone_names() const {
String names;
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
if (i > 0) {
names += ",";
}
@ -331,14 +331,14 @@ void Skeleton3D::_notification(int p_what) {
updating = true;
Bone *bonesptr = bones.ptrw();
Bone *bonesptr = bones.ptr();
int len = bones.size();
// Process modifiers.
_find_modifiers();
if (!modifiers.is_empty()) {
// Store unmodified bone poses.
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
bones_backup[i].save(bones[i]);
}
_process_modifiers();
@ -412,8 +412,8 @@ void Skeleton3D::_notification(int p_what) {
if (!modifiers.is_empty()) {
// Restore unmodified bone poses.
for (int i = 0; i < bones.size(); i++) {
bones_backup[i].restore(bones.write[i]);
for (uint32_t i = 0; i < bones.size(); i++) {
bones_backup[i].restore(bones[i]);
}
}
@ -534,7 +534,7 @@ void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
}
name_to_bone_index.erase(bones[p_bone].name);
bones.write[p_bone].name = p_name;
bones[p_bone].name = p_name;
name_to_bone_index.insert(p_name, p_bone);
version++;
@ -582,13 +582,13 @@ void Skeleton3D::set_bone_meta(int p_bone, const StringName &p_key, const Varian
ERR_FAIL_INDEX(p_bone, bone_size);
if (p_value.get_type() == Variant::NIL) {
if (bones.write[p_bone].metadata.has(p_key)) {
bones.write[p_bone].metadata.erase(p_key);
if (bones[p_bone].metadata.has(p_key)) {
bones[p_bone].metadata.erase(p_key);
}
return;
}
bones.write[p_bone].metadata.insert(p_key, p_value, false);
bones[p_bone].metadata.insert(p_key, p_value, false);
}
bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
@ -615,7 +615,7 @@ void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
ERR_FAIL_COND(p_bone == p_parent);
bones.write[p_bone].parent = p_parent;
bones[p_bone].parent = p_parent;
process_order_dirty = true;
rest_dirty = true;
_make_dirty();
@ -629,11 +629,11 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) {
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
parent = bones[parent].parent;
}
bones.write[p_bone].parent = -1;
bones[p_bone].parent = -1;
process_order_dirty = true;
rest_dirty = true;
@ -669,7 +669,7 @@ void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].rest = p_rest;
bones[p_bone].rest = p_rest;
rest_dirty = true;
_make_dirty();
}
@ -692,7 +692,7 @@ void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].enabled = p_enabled;
bones[p_bone].enabled = p_enabled;
emit_signal(SceneStringName(bone_enabled_changed), p_bone);
_make_dirty();
}
@ -727,10 +727,10 @@ void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose_position = p_pose.origin;
bones.write[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
bones.write[p_bone].pose_scale = p_pose.basis.get_scale();
bones.write[p_bone].pose_cache_dirty = true;
bones[p_bone].pose_position = p_pose.origin;
bones[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
bones[p_bone].pose_scale = p_pose.basis.get_scale();
bones[p_bone].pose_cache_dirty = true;
if (is_inside_tree()) {
_make_dirty();
}
@ -740,8 +740,8 @@ void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose_position = p_position;
bones.write[p_bone].pose_cache_dirty = true;
bones[p_bone].pose_position = p_position;
bones[p_bone].pose_cache_dirty = true;
if (is_inside_tree()) {
_make_dirty();
}
@ -750,8 +750,8 @@ void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose_rotation = p_rotation;
bones.write[p_bone].pose_cache_dirty = true;
bones[p_bone].pose_rotation = p_rotation;
bones[p_bone].pose_cache_dirty = true;
if (is_inside_tree()) {
_make_dirty();
}
@ -760,8 +760,8 @@ void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose_scale = p_scale;
bones.write[p_bone].pose_cache_dirty = true;
bones[p_bone].pose_scale = p_scale;
bones[p_bone].pose_cache_dirty = true;
if (is_inside_tree()) {
_make_dirty();
}
@ -794,7 +794,7 @@ void Skeleton3D::reset_bone_pose(int p_bone) {
}
void Skeleton3D::reset_bone_poses() {
for (int i = 0; i < bones.size(); i++) {
for (uint32_t i = 0; i < bones.size(); i++) {
reset_bone_pose(i);
}
}
@ -802,7 +802,7 @@ void Skeleton3D::reset_bone_poses() {
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
const_cast<Skeleton3D *>(this)->bones.write[p_bone].update_pose_cache();
const_cast<Skeleton3D *>(this)->bones[p_bone].update_pose_cache();
return bones[p_bone].pose_cache;
}
@ -853,7 +853,7 @@ Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
// Pose changed, rebuild cache of inverses.
const Bone *bonesptr = bones.ptr();
int len = bones.size();
uint32_t len = bones.size();
// Calculate global rests and invert them.
LocalVector<int> bones_to_process;
@ -877,7 +877,7 @@ Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
}
}
for (int i = 0; i < len; i++) {
for (uint32_t i = 0; i < len; i++) {
// The inverse is what is actually required.
skin->set_bind_bone(i, i);
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
@ -937,7 +937,7 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone_idx, bone_size);
Bone *bonesptr = bones.ptrw();
Bone *bonesptr = bones.ptr();
thread_local LocalVector<int> bones_to_process;
bones_to_process.clear();
bones_to_process.push_back(p_bone_idx);
@ -1171,9 +1171,9 @@ void Skeleton3D::_bind_methods() {
#ifndef DISABLE_DEPRECATED
void Skeleton3D::clear_bones_global_pose_override() {
for (int i = 0; i < bones.size(); i += 1) {
bones.write[i].global_pose_override_amount = 0;
bones.write[i].global_pose_override_reset = true;
for (uint32_t i = 0; i < bones.size(); i += 1) {
bones[i].global_pose_override_amount = 0;
bones[i].global_pose_override_reset = true;
}
_make_dirty();
}
@ -1181,9 +1181,9 @@ void Skeleton3D::clear_bones_global_pose_override() {
void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].global_pose_override_amount = p_amount;
bones.write[p_bone].global_pose_override = p_pose;
bones.write[p_bone].global_pose_override_reset = !p_persistent;
bones[p_bone].global_pose_override_amount = p_amount;
bones[p_bone].global_pose_override = p_pose;
bones[p_bone].global_pose_override_reset = !p_persistent;
_make_dirty();
}

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@ -153,7 +153,7 @@ private:
HashSet<SkinReference *> skin_bindings;
void _skin_changed();
Vector<Bone> bones;
LocalVector<Bone> bones;
bool process_order_dirty = false;
Vector<int> parentless_bones;

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@ -2166,7 +2166,7 @@ void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_
if (skeleton->size) {
skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12));
skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float));
memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
memset(skeleton->data.ptr(), 0, skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
@ -2200,7 +2200,7 @@ void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 12;
float *dataptr = skeleton->data.ptr() + p_bone * 12;
dataptr[0] = p_transform.basis.rows[0][0];
dataptr[1] = p_transform.basis.rows[0][1];
@ -2251,8 +2251,7 @@ void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, con
ERR_FAIL_NULL(skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(!skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 8;
float *dataptr = skeleton->data.ptr() + p_bone * 8;
dataptr[0] = p_transform.columns[0][0];
dataptr[1] = p_transform.columns[1][0];

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@ -311,7 +311,7 @@ private:
struct Skeleton {
bool use_2d = false;
int size = 0;
Vector<float> data;
LocalVector<float> data;
RID buffer;
bool dirty = false;