summaryrefslogtreecommitdiffstats
path: root/scene/3d
diff options
context:
space:
mode:
authorSpartan322 <Megacake1234@gmail.com>2024-10-15 06:49:10 -0400
committerSpartan322 <Megacake1234@gmail.com>2024-10-15 06:49:10 -0400
commit8043cc1e0d288d7b517d13f14c912c636293cc8b (patch)
tree79fdac1a76ad232c040f25a4fbae974ac245edda /scene/3d
parent7894cd1a5a680020c51e0df96ce8675ad647d91b (diff)
parentaf77100e394dcaca609b15bef815ed17475e51ed (diff)
downloadredot-engine-8043cc1e0d288d7b517d13f14c912c636293cc8b.tar.gz
Merge commit godotengine/godot@af77100e394dcaca609b15bef815ed17475e51ed
Diffstat (limited to 'scene/3d')
-rw-r--r--scene/3d/cpu_particles_3d.cpp1
-rw-r--r--scene/3d/skeleton_3d.cpp141
-rw-r--r--scene/3d/skeleton_3d.h11
3 files changed, 139 insertions, 14 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index 5830b4fba3..350aa0ebff 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -1481,6 +1481,7 @@ void CPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &CPUParticles3D::get_mesh);
ClassDB::bind_method(D_METHOD("restart"), &CPUParticles3D::restart);
+ ClassDB::bind_method(D_METHOD("capture_aabb"), &CPUParticles3D::capture_aabb);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 25a29e0823..427c0c3925 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -278,6 +278,8 @@ void Skeleton3D::_update_process_order() {
concatenated_bone_names = StringName();
+ _update_bones_nested_set();
+
process_order_dirty = false;
emit_signal("bone_list_changed");
@@ -336,6 +338,8 @@ 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()) {
@@ -343,6 +347,9 @@ 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();
}
@@ -417,6 +424,8 @@ 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;
@@ -459,10 +468,111 @@ 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;
}
@@ -674,6 +784,7 @@ 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();
@@ -697,6 +808,7 @@ 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 {
@@ -709,6 +821,7 @@ 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 {
@@ -735,6 +848,7 @@ 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);
}
}
@@ -746,6 +860,7 @@ 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) {
@@ -756,6 +871,7 @@ 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) {
@@ -766,6 +882,7 @@ 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);
}
}
@@ -940,14 +1057,14 @@ 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;
@@ -994,13 +1111,7 @@ 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;
}
}
@@ -1178,6 +1289,7 @@ 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) {
@@ -1187,6 +1299,7 @@ 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 {
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index 0dd10f177e..c803e5ed78 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -109,6 +109,8 @@ 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) {
@@ -185,6 +187,15 @@ 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);