Cache more values in AnimSkeleton

This commit is contained in:
Brad Davis 2016-12-28 11:23:49 -08:00
parent e5e9ab42ea
commit dc75894293
2 changed files with 25 additions and 20 deletions

View file

@ -31,16 +31,15 @@ AnimSkeleton::AnimSkeleton(const std::vector<FBXJoint>& joints) {
}
int AnimSkeleton::nameToJointIndex(const QString& jointName) const {
for (int i = 0; i < (int)_joints.size(); i++) {
if (_joints[i].name == jointName) {
return i;
}
auto itr = _jointIndicesByName.find(jointName);
if (_jointIndicesByName.end() == itr) {
return -1;
}
return -1;
return itr.value();
}
int AnimSkeleton::getNumJoints() const {
return (int)_joints.size();
return _jointsSize;
}
const AnimPose& AnimSkeleton::getAbsoluteBindPose(int jointIndex) const {
@ -78,7 +77,7 @@ const QString& AnimSkeleton::getJointName(int jointIndex) const {
}
AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const {
if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= (int)_joints.size()) {
if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= _jointsSize) {
return AnimPose::identity;
} else {
return getAbsolutePose(_joints[jointIndex].parentIndex, poses) * poses[jointIndex];
@ -87,7 +86,7 @@ AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses)
void AnimSkeleton::convertRelativePosesToAbsolute(AnimPoseVec& poses) const {
// poses start off relative and leave in absolute frame
int lastIndex = std::min((int)poses.size(), (int)_joints.size());
int lastIndex = std::min((int)poses.size(), _jointsSize);
for (int i = 0; i < lastIndex; ++i) {
int parentIndex = _joints[i].parentIndex;
if (parentIndex != -1) {
@ -98,7 +97,7 @@ void AnimSkeleton::convertRelativePosesToAbsolute(AnimPoseVec& poses) const {
void AnimSkeleton::convertAbsolutePosesToRelative(AnimPoseVec& poses) const {
// poses start off absolute and leave in relative frame
int lastIndex = std::min((int)poses.size(), (int)_joints.size());
int lastIndex = std::min((int)poses.size(), _jointsSize);
for (int i = lastIndex - 1; i >= 0; --i) {
int parentIndex = _joints[i].parentIndex;
if (parentIndex != -1) {
@ -109,7 +108,7 @@ void AnimSkeleton::convertAbsolutePosesToRelative(AnimPoseVec& poses) const {
void AnimSkeleton::convertAbsoluteRotationsToRelative(std::vector<glm::quat>& rotations) const {
// poses start off absolute and leave in relative frame
int lastIndex = std::min((int)rotations.size(), (int)_joints.size());
int lastIndex = std::min((int)rotations.size(), _jointsSize);
for (int i = lastIndex - 1; i >= 0; --i) {
int parentIndex = _joints[i].parentIndex;
if (parentIndex != -1) {
@ -149,19 +148,19 @@ void AnimSkeleton::mirrorAbsolutePoses(AnimPoseVec& poses) const {
void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints) {
_joints = joints;
_jointsSize = (int)joints.size();
// build a cache of bind poses
_absoluteBindPoses.reserve(joints.size());
_relativeBindPoses.reserve(joints.size());
_absoluteBindPoses.reserve(_jointsSize);
_relativeBindPoses.reserve(_jointsSize);
// build a chache of default poses
_absoluteDefaultPoses.reserve(joints.size());
_relativeDefaultPoses.reserve(joints.size());
_relativePreRotationPoses.reserve(joints.size());
_relativePostRotationPoses.reserve(joints.size());
_absoluteDefaultPoses.reserve(_jointsSize);
_relativeDefaultPoses.reserve(_jointsSize);
_relativePreRotationPoses.reserve(_jointsSize);
_relativePostRotationPoses.reserve(_jointsSize);
// iterate over FBXJoints and extract the bind pose information.
for (int i = 0; i < (int)joints.size(); i++) {
for (int i = 0; i < _jointsSize; i++) {
// build pre and post transforms
glm::mat4 preRotationTransform = _joints[i].preTransform * glm::mat4_cast(_joints[i].preRotation);
@ -205,8 +204,8 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
// build mirror map.
_nonMirroredIndices.clear();
_mirrorMap.reserve(_joints.size());
for (int i = 0; i < (int)joints.size(); i++) {
_mirrorMap.reserve(_jointsSize);
for (int i = 0; i < _jointsSize; i++) {
if (_joints[i].name.endsWith("tEye")) {
// HACK: we don't want to mirror some joints so we remember their indices
// so we can restore them after a future mirror operation
@ -226,6 +225,10 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
_mirrorMap.push_back(i);
}
}
for (int i = 0; i < _jointsSize; i++) {
_jointIndicesByName[_joints[i].name] = i;
}
}
void AnimSkeleton::dump(bool verbose) const {

View file

@ -70,6 +70,7 @@ protected:
void buildSkeletonFromJoints(const std::vector<FBXJoint>& joints);
std::vector<FBXJoint> _joints;
int _jointsSize { 0 };
AnimPoseVec _absoluteBindPoses;
AnimPoseVec _relativeBindPoses;
AnimPoseVec _relativeDefaultPoses;
@ -79,6 +80,7 @@ protected:
mutable AnimPoseVec _nonMirroredPoses;
std::vector<int> _nonMirroredIndices;
std::vector<int> _mirrorMap;
QHash<QString, int> _jointIndicesByName;
// no copies
AnimSkeleton(const AnimSkeleton&) = delete;