Optimize C++ compilation time

This commit is contained in:
Wojtek Figat
2021-04-30 16:27:57 +02:00
parent 05ba9b8d45
commit 0e75dba142
222 changed files with 1095 additions and 1506 deletions

View File

@@ -3,9 +3,9 @@
#pragma once
#include "Engine/Visject/VisjectGraph.h"
#include "Engine/Content/Assets/SkinnedModel.h"
#include "Engine/Content/Assets/Animation.h"
#include "Engine/Animations/AlphaBlend.h"
#include "Engine/Core/Math/Matrix.h"
#include "../Config.h"
#define ANIM_GRAPH_PARAM_BASE_MODEL_ID Guid(1000, 0, 0, 0)
@@ -21,6 +21,8 @@ class AnimSubGraph;
class AnimGraphBase;
class AnimGraphNode;
class AnimGraphExecutor;
class SkinnedModel;
class SkeletonData;
/// <summary>
/// The root motion data container. Supports displacement and rotation (no scale component).
@@ -777,22 +779,14 @@ public:
/// <summary>
/// Determines whether this graph is ready for the animation evaluation.
/// </summary>
/// <returns>True if is ready and can be used for the animation evaluation, otherwise false.</returns>
bool IsReady() const
{
return BaseModel && BaseModel->IsLoaded();
}
bool IsReady() const;
/// <summary>
/// Determines whether this graph can be used with the specified skeleton.
/// </summary>
/// <param name="other">The other skinned model to check.</param>
/// <returns>True if can perform the update, otherwise false.</returns>
bool CanUseWithSkeleton(SkinnedModel* other) const
{
// All data loaded and bones count the same
return IsReady() && other && other->IsLoaded() && other->Skeleton.Bones.Count() == BaseModel->Skeleton.Bones.Count();
}
bool CanUseWithSkeleton(SkinnedModel* other) const;
private: