Optimize memory alloc on Animated Model init
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@@ -86,7 +86,8 @@ void AnimatedModel::PreInitSkinningData()
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{
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if (!SkinnedModel || !SkinnedModel->IsLoaded())
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return;
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PROFILE_CPU();
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PROFILE_MEM(Animations);
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ScopeLock lock(SkinnedModel->Locker);
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SetupSkinningData();
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@@ -96,28 +97,30 @@ void AnimatedModel::PreInitSkinningData()
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// Get nodes global transformations for the initial pose
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GraphInstance.NodesPose.Resize(nodesCount, false);
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auto nodesPose = GraphInstance.NodesPose.Get();
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for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
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{
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Matrix localTransform;
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skeleton.Nodes[nodeIndex].LocalTransform.GetWorld(localTransform);
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const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
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if (parentIndex != -1)
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GraphInstance.NodesPose[nodeIndex] = localTransform * GraphInstance.NodesPose[parentIndex];
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nodesPose[nodeIndex] = localTransform * nodesPose[parentIndex];
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else
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GraphInstance.NodesPose[nodeIndex] = localTransform;
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nodesPose[nodeIndex] = localTransform;
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}
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GraphInstance.Invalidate();
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GraphInstance.RootTransform = skeleton.Nodes[0].LocalTransform;
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GraphInstance.RootTransform = nodesCount > 0 ? skeleton.Nodes[0].LocalTransform : Transform::Identity;
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// Setup bones transformations including bone offset matrix
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Array<Matrix> identityMatrices; // TODO: use shared memory?
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identityMatrices.Resize(bonesCount, false);
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Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
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const SkeletonBone* bones = skeleton.Bones.Get();
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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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identityMatrices.Get()[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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auto& bone = bones[boneIndex];
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Matrix identityMatrix = bone.OffsetMatrix * nodesPose[bone.NodeIndex];
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output[boneIndex].SetMatrixTranspose(identityMatrix);
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}
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_skinningData.SetData(identityMatrices.Get(), true);
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_skinningData.OnDataChanged(true);
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UpdateBounds();
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UpdateSockets();
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@@ -586,6 +589,7 @@ void AnimatedModel::SyncParameters()
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}
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else
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{
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PROFILE_MEM(Animations);
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ScopeLock lock(AnimationGraph->Locker);
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// Clone the parameters
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