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Use local vector for skeleton

Nazarii 11 months ago
parent
commit
1ba168fcbc

+ 3 - 3
drivers/gles3/storage/mesh_storage.cpp

@@ -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];

+ 1 - 1
drivers/gles3/storage/mesh_storage.h

@@ -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;

+ 22 - 22
scene/2d/skeleton_2d.cpp

@@ -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;
 	}
 

+ 1 - 1
scene/2d/skeleton_2d.h

@@ -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();

+ 41 - 41
scene/3d/skeleton_3d.cpp

@@ -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();
 }
 

+ 1 - 1
scene/3d/skeleton_3d.h

@@ -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;

+ 3 - 4
servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp

@@ -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];

+ 1 - 1
servers/rendering/renderer_rd/storage_rd/mesh_storage.h

@@ -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;