Utility/Node: Massively improve skeletal animations performance by allowing to invalidate the whole skeleton only once

Thanks to @SirMishaa for pointing that out
This commit is contained in:
SirLynix
2023-03-17 19:22:09 +01:00
parent 3c2172103a
commit 8b734caeac
9 changed files with 783 additions and 695 deletions

View File

@@ -22,90 +22,102 @@ namespace Nz
class NAZARA_UTILITY_API Node
{
public:
Node();
Node(const Node& node);
Node(Node&& node) noexcept;
enum class Invalidation;
inline Node();
inline Node(const Node& node);
inline Node(Node&& node) noexcept;
virtual ~Node();
void EnsureDerivedUpdate() const;
void EnsureTransformMatrixUpdate() const;
inline void EnsureDerivedUpdate() const;
inline void EnsureTransformMatrixUpdate() const;
virtual Vector3f GetBackward() const;
const std::vector<Node*>& GetChilds() const;
virtual Vector3f GetDown() const;
virtual Vector3f GetForward() const;
bool GetInheritPosition() const;
bool GetInheritRotation() const;
bool GetInheritScale() const;
Vector3f GetInitialPosition() const;
Quaternionf GetInitialRotation() const;
Vector3f GetInitialScale() const;
virtual Vector3f GetLeft() const;
inline Vector3f GetBackward() const;
inline const std::vector<Node*>& GetChilds() const;
inline Vector3f GetDown() const;
inline Vector3f GetForward() const;
inline bool GetInheritPosition() const;
inline bool GetInheritRotation() const;
inline bool GetInheritScale() const;
inline Vector3f GetInitialPosition() const;
inline Quaternionf GetInitialRotation() const;
inline Vector3f GetInitialScale() const;
inline Vector3f GetLeft() const;
virtual NodeType GetNodeType() const;
const Node* GetParent() const;
Vector3f GetPosition(CoordSys coordSys = CoordSys::Local) const;
virtual Vector3f GetRight() const;
Quaternionf GetRotation(CoordSys coordSys = CoordSys::Local) const;
Vector3f GetScale(CoordSys coordSys = CoordSys::Local) const;
const Matrix4f& GetTransformMatrix() const;
virtual Vector3f GetUp() const;
inline const Node* GetParent() const;
inline Vector3f GetPosition(CoordSys coordSys = CoordSys::Local) const;
inline Vector3f GetRight() const;
inline Quaternionf GetRotation(CoordSys coordSys = CoordSys::Local) const;
inline Vector3f GetScale(CoordSys coordSys = CoordSys::Local) const;
inline const Matrix4f& GetTransformMatrix() const;
inline Vector3f GetUp() const;
bool HasChilds() const;
inline bool HasChilds() const;
Node& Interpolate(const Node& nodeA, const Node& nodeB, float interpolation, CoordSys coordSys = CoordSys::Global);
inline void Invalidate(Invalidation invalidation = Invalidation::InvalidateRecursively);
Node& Move(const Vector3f& movement, CoordSys coordSys = CoordSys::Local);
Node& Move(float movementX, float movementY, float movementZ = 0.f, CoordSys coordSys = CoordSys::Local);
Node& Interpolate(const Node& nodeA, const Node& nodeB, float interpolation, CoordSys coordSys = CoordSys::Global, Invalidation invalidation = Invalidation::InvalidateRecursively);
Node& Rotate(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local);
Node& Move(const Vector3f& movement, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline Node& Move(float movementX, float movementY, float movementZ = 0.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
Node& Scale(const Vector3f& scale);
Node& Scale(float scale);
Node& Scale(float scaleX, float scaleY, float scaleZ = 1.f);
Node& Rotate(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetInheritPosition(bool inheritPosition);
void SetInheritRotation(bool inheritRotation);
void SetInheritScale(bool inheritScale);
void SetInitialPosition(const Vector3f& translation);
void SetInitialPosition(float translationX, float translationXY, float translationZ = 0.f);
void SetInitialRotation(const Quaternionf& quat);
void SetInitialScale(const Vector3f& scale);
void SetInitialScale(float scale);
void SetInitialScale(float scaleX, float scaleY, float scaleZ = 1.f);
void SetParent(const Node* node = nullptr, bool keepDerived = false);
void SetParent(const Node& node, bool keepDerived = false);
void SetPosition(const Vector3f& translation, CoordSys coordSys = CoordSys::Local);
void SetPosition(float translationX, float translationY, float translationZ = 0.f, CoordSys coordSys = CoordSys::Local);
void SetRotation(const Quaternionf& quat, CoordSys coordSys = CoordSys::Local);
void SetScale(const Vector2f& scale, CoordSys coordSys = CoordSys::Local);
void SetScale(const Vector3f& scale, CoordSys coordSys = CoordSys::Local);
void SetScale(float scale, CoordSys coordSys = CoordSys::Local);
void SetScale(float scaleX, float scaleY, float scaleZ = 1.f, CoordSys coordSys = CoordSys::Local);
void SetTransformMatrix(const Matrix4f& matrix);
inline Node& Scale(const Vector3f& scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline Node& Scale(float scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline Node& Scale(float scaleX, float scaleY, float scaleZ = 1.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInheritPosition(bool inheritPosition, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInheritRotation(bool inheritRotation, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInheritScale(bool inheritScale, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialPosition(const Vector3f& translation, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialPosition(float translationX, float translationXY, float translationZ = 0.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialRotation(const Quaternionf& quat, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialScale(const Vector3f& scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialScale(float scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetInitialScale(float scaleX, float scaleY, float scaleZ = 1.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetParent(const Node* node = nullptr, bool keepDerived = false, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetParent(const Node& node, bool keepDerived = false, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetPosition(const Vector3f& translation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetPosition(float translationX, float translationY, float translationZ = 0.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetRotation(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetScale(const Vector2f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
void SetScale(const Vector3f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetScale(float scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetScale(float scaleX, float scaleY, float scaleZ = 1.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetTransform(const Vector3f& position, const Quaternionf& rotation, const Vector3f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
inline void SetTransformMatrix(const Matrix4f& matrix, Invalidation invalidation = Invalidation::InvalidateRecursively);
// Local -> global
Vector3f ToGlobalPosition(const Vector3f& localPosition) const;
Quaternionf ToGlobalRotation(const Quaternionf& localRotation) const;
Vector3f ToGlobalScale(const Vector3f& localScale) const;
inline Vector3f ToGlobalPosition(const Vector3f& localPosition) const;
inline Quaternionf ToGlobalRotation(const Quaternionf& localRotation) const;
inline Vector3f ToGlobalScale(const Vector3f& localScale) const;
// Global -> local
Vector3f ToLocalPosition(const Vector3f& globalPosition) const;
Quaternionf ToLocalRotation(const Quaternionf& globalRotation) const;
Vector3f ToLocalScale(const Vector3f& globalScale) const;
inline Vector3f ToLocalPosition(const Vector3f& globalPosition) const;
inline Quaternionf ToLocalRotation(const Quaternionf& globalRotation) const;
inline Vector3f ToLocalScale(const Vector3f& globalScale) const;
Node& operator=(const Node& node);
Node& operator=(Node&& node) noexcept;
inline Node& operator=(const Node& node);
inline Node& operator=(Node&& node) noexcept;
// Signals:
NazaraSignal(OnNodeInvalidation, const Node* /*node*/);
NazaraSignal(OnNodeNewParent, const Node* /*node*/, const Node* /*parent*/);
NazaraSignal(OnNodeRelease, const Node* /*node*/);
enum class Invalidation
{
InvalidateRecursively,
InvalidateNodeOnly,
DontInvalidate
};
protected:
void AddChild(Node* node) const;
virtual void InvalidateNode();
inline void AddChild(Node* node) const;
virtual void InvalidateNode(Invalidation invalidation);
virtual void OnParenting(const Node* parent);
void RemoveChild(Node* node) const;
inline void RemoveChild(Node* node) const;
virtual void UpdateDerived() const;
virtual void UpdateTransformMatrix() const;
@@ -129,4 +141,6 @@ namespace Nz
};
}
#include <Nazara/Utility/Node.inl>
#endif // NAZARA_UTILITY_NODE_HPP