Don't recompute unchaged transform

This commit is contained in:
Atlante45 2014-07-28 16:42:16 -07:00
parent 03031c4c04
commit fb670275c2
4 changed files with 35 additions and 10 deletions

View file

@ -52,7 +52,8 @@ const float PALM_PRIORITY = 3.0f;
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
setRotation(_owningAvatar->getOrientation() * refOrientation);
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);

View file

@ -19,6 +19,7 @@
JointState::JointState() :
_animationPriority(0.0f),
_transformChanged(true),
_positionInParentFrame(0.0f),
_distanceToParent(0.0f),
_fbxJoint(NULL),
@ -26,6 +27,7 @@ JointState::JointState() :
}
JointState::JointState(const JointState& other) : _constraint(NULL) {
_transformChanged = true;
_transform = other._transform;
_rotation = other._rotation;
_rotationInConstrainedFrame = other._rotationInConstrainedFrame;
@ -47,7 +49,10 @@ JointState::~JointState() {
void JointState::setFBXJoint(const FBXJoint* joint) {
assert(joint != NULL);
_rotationInConstrainedFrame = joint->rotation;
if (joint->rotation != _rotationInConstrainedFrame) {
_rotationInConstrainedFrame = joint->rotation;
_transformChanged = true;
}
// NOTE: JointState does not own the FBXJoint to which it points.
_fbxJoint = joint;
if (_constraint) {
@ -71,6 +76,7 @@ void JointState::updateConstraint() {
void JointState::copyState(const JointState& state) {
_animationPriority = state._animationPriority;
_transform = state._transform;
_transformChanged = true;
_rotation = extractRotation(_transform);
_rotationInConstrainedFrame = state._rotationInConstrainedFrame;
_positionInParentFrame = state._positionInParentFrame;
@ -88,11 +94,20 @@ void JointState::initTransform(const glm::mat4& parentTransform) {
_distanceToParent = glm::length(_positionInParentFrame);
}
void JointState::computeTransform(const glm::mat4& parentTransform) {
void JointState::computeTransform(const glm::mat4& parentTransform, bool parentTransformChanged) {
if (!parentTransformChanged && !_transformChanged) {
return;
}
glm::quat rotationInParentFrame = _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
glm::mat4 transformInParentFrame = _fbxJoint->preTransform * glm::mat4_cast(rotationInParentFrame) * _fbxJoint->postTransform;
_transform = parentTransform * glm::translate(_fbxJoint->translation) * transformInParentFrame;
_rotation = extractRotation(_transform);
glm::mat4 newTransform = parentTransform * glm::translate(_fbxJoint->translation) * transformInParentFrame;
_transformChanged = true;
if (newTransform != _transform) {
_transform = newTransform;
_rotation = extractRotation(_transform);
}
}
void JointState::computeVisibleTransform(const glm::mat4& parentTransform) {
@ -139,6 +154,7 @@ void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;
_transform[3][2] = 0.0f;
_transformChanged = true;
_visibleTransform[3][0] = 0.0f;
_visibleTransform[3][1] = 0.0f;
_visibleTransform[3][2] = 0.0f;
@ -151,13 +167,15 @@ void JointState::setRotation(const glm::quat& rotation, bool constrain, float pr
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
if (priority < _animationPriority || delta.null) {
return;
}
_animationPriority = priority;
if (!constrain || _constraint == NULL) {
// no constraints
_rotationInConstrainedFrame = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
_transformChanged = true;
_rotation = delta * _rotation;
return;
}

View file

@ -33,7 +33,7 @@ public:
void copyState(const JointState& state);
void initTransform(const glm::mat4& parentTransform);
void computeTransform(const glm::mat4& parentTransform);
void computeTransform(const glm::mat4& parentTransform, bool parentTransformChanged = true);
void computeVisibleTransform(const glm::mat4& parentTransform);
const glm::mat4& getVisibleTransform() const { return _visibleTransform; }
@ -41,6 +41,8 @@ public:
glm::vec3 getVisiblePosition() const { return extractTranslation(_visibleTransform); }
const glm::mat4& getTransform() const { return _transform; }
void resetTransformChanged() { _transformChanged = false; }
bool getTransformChanged() const { return _transformChanged; }
glm::quat getRotation() const { return _rotation; }
glm::vec3 getPosition() const { return extractTranslation(_transform); }
@ -104,6 +106,7 @@ private:
/// debug helper function
void loadBindRotation();
bool _transformChanged;
glm::mat4 _transform; // joint- to model-frame
glm::quat _rotation; // joint- to model-frame
glm::quat _rotationInConstrainedFrame; // rotation in frame where angular constraints would be applied

View file

@ -922,7 +922,7 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
void Model::simulateInternal(float deltaTime) {
// NOTE: this is a recursive call that walks all attachments, and their attachments
// update the world space transforms for all joints
// update animations
foreach (const AnimationHandlePointer& handle, _runningAnimations) {
handle->simulate(deltaTime);
@ -931,8 +931,11 @@ void Model::simulateInternal(float deltaTime) {
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].resetTransformChanged();
}
_shapesAreDirty = ! _shapes.isEmpty();
_shapesAreDirty = !_shapes.isEmpty();
// update the attachment transforms and simulate them
const FBXGeometry& geometry = _geometry->getFBXGeometry();
@ -994,7 +997,7 @@ void Model::updateJointState(int index) {
state.computeTransform(parentTransform);
} else {
const JointState& parentState = _jointStates.at(parentIndex);
state.computeTransform(parentState.getTransform());
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
}
}