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Improve performance of global bone pose calculation in `Skeleton3D`

detomon 11 månader sedan
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9ab84887aa
2 ändrade filer med 138 tillägg och 14 borttagningar
  1. 127 14
      scene/3d/skeleton_3d.cpp
  2. 11 0
      scene/3d/skeleton_3d.h

+ 127 - 14
scene/3d/skeleton_3d.cpp

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

+ 11 - 0
scene/3d/skeleton_3d.h

@@ -107,6 +107,8 @@ private:
 		Quaternion pose_rotation;
 		Vector3 pose_scale = Vector3(1, 1, 1);
 		Transform3D global_pose;
+		int nested_set_offset = 0; // Offset in nested set of bone hierarchy.
+		int nested_set_span = 0; // Subtree span in nested set of bone hierarchy.
 
 		void update_pose_cache() {
 			if (pose_cache_dirty) {
@@ -183,6 +185,15 @@ private:
 	void _make_modifiers_dirty();
 	LocalVector<BonePoseBackup> bones_backup;
 
+	// Global bone pose calculation.
+	LocalVector<int> nested_set_offset_to_bone_index; // Map from Bone::nested_set_offset to bone index.
+	LocalVector<bool> bone_global_pose_dirty; // Indexable with Bone::nested_set_offset.
+	void _update_bones_nested_set();
+	int _update_bone_nested_set(int p_bone, int p_offset);
+	void _make_bone_global_poses_dirty();
+	void _make_bone_global_pose_subtree_dirty(int p_bone);
+	void _update_bone_global_pose(int p_bone);
+
 #ifndef DISABLE_DEPRECATED
 	void _add_bone_bind_compat_88791(const String &p_name);