Optimize Animated Model bones matrices buffer update
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@@ -2,6 +2,7 @@
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#include "AnimatedModel.h"
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#include "BoneSocket.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Engine/Engine.h"
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#if USE_EDITOR
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@@ -13,8 +14,6 @@
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#include "Engine/Level/SceneObjectsFactory.h"
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#include "Engine/Serialization/Serialization.h"
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extern Array<Matrix> UpdateBones;
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AnimatedModel::AnimatedModel(const SpawnParams& params)
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: ModelInstanceActor(params)
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, _actualMode(AnimationUpdateMode::Never)
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@@ -470,14 +469,17 @@ void AnimatedModel::OnAnimationUpdated()
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// Calculate the final bones transformations and update skinning
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{
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ANIM_GRAPH_PROFILE_EVENT("Final Pose");
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UpdateBones.Resize(skeleton.Bones.Count(), false);
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for (int32 boneIndex = 0; boneIndex < skeleton.Bones.Count(); boneIndex++)
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const int32 bonesCount = skeleton.Bones.Count();
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Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
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ASSERT(_skinningData.Data.Count() == bonesCount * sizeof(Matrix3x4));
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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auto& bone = skeleton.Bones[boneIndex];
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UpdateBones[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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Matrix matrix = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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output[boneIndex].SetMatrixTranspose(matrix);
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}
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_skinningData.OnDataChanged(!PerBoneMotionBlur);
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}
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_skinningData.SetData(UpdateBones.Get(), !PerBoneMotionBlur);
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UpdateBounds();
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UpdateSockets();
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