Merge pull request #90575 from TokageItLab/boneattachment-performance

Remove `bone_pose_updated` signal and replace it with the `skeleton_updated` signal
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Rémi Verschelde 2024-04-15 10:00:26 +02:00
commit 673e770a8d
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GPG Key ID: C3336907360768E1
9 changed files with 80 additions and 25 deletions

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@ -21,11 +21,10 @@
Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
</description>
</method>
<method name="on_bone_pose_update">
<method name="on_skeleton_update">
<return type="void" />
<param index="0" name="bone_index" type="int" />
<description>
A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
A function that is called automatically when the [Skeleton3D] is updated. This function is where the [BoneAttachment3D] node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
</description>
</method>
<method name="set_external_skeleton">

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@ -252,7 +252,7 @@
<param index="1" name="pose" type="Transform3D" />
<description>
Sets the global pose transform, [param pose], for the bone at [param bone_idx].
[b]Note:[/b] If other bone poses have been changed, this method executes an update process and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
[b]Note:[/b] If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
</description>
</method>
<method name="set_bone_global_pose_override" deprecated="">
@ -355,15 +355,10 @@
<description>
</description>
</signal>
<signal name="bone_pose_changed">
<param index="0" name="bone_idx" type="int" />
<description>
Emitted when the bone at [param bone_idx] changes its transform/pose. This can be used to update other nodes that rely on bone positions.
</description>
</signal>
<signal name="pose_updated">
<description>
Emitted when the pose is updated, after [constant NOTIFICATION_UPDATE_SKELETON] is received.
Emitted when the pose is updated.
[b]Note:[/b] During the update process, this signal is not fired, so modification by [SkeletonModifier3D] is not detected.
</description>
</signal>
<signal name="show_rest_only_changed">
@ -371,11 +366,16 @@
Emitted when the value of [member show_rest_only] changes.
</description>
</signal>
<signal name="skeleton_updated">
<description>
Emitted when the final pose has been calculated will be applied to the skin in the update process.
This means that all [SkeletonModifier3D] processing is complete. In order to detect the completion of the processing of each [SkeletonModifier3D], use [signal SkeletonModifier3D.modification_processed].
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
Notification received when this skeleton's pose needs to be updated.
This notification is received [i]before[/i] the related [signal pose_updated] signal.
Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.
</constant>
<constant name="MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS" value="0" enum="ModifierCallbackModeProcess">
Set a flag to process modification during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

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@ -272,3 +272,11 @@ Validate extension JSON: API was removed: classes/SkeletonIK3D/methods/set_inter
Validate extension JSON: API was removed: classes/SkeletonIK3D/properties/interpolation
These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
GH-90575
--------
Validate extension JSON: API was removed: classes/BoneAttachment3D/methods/on_bone_pose_update
Validate extension JSON: API was removed: classes/Skeleton3D/signals/bone_pose_changed
They have been replaced by a safer API due to performance concerns. Compatibility method registered.

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@ -0,0 +1,43 @@
/**************************************************************************/
/* bone_attachment_3d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
#include "bone_attachment_3d.h"
void BoneAttachment3D::_on_bone_pose_update_bind_compat_90575(int p_bone_index) {
return on_skeleton_update();
}
void BoneAttachment3D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("on_bone_pose_update", "bone_index"), &BoneAttachment3D::_on_bone_pose_update_bind_compat_90575);
}
#endif // DISABLE_DEPRECATED

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@ -29,6 +29,7 @@
/**************************************************************************/
#include "bone_attachment_3d.h"
#include "bone_attachment_3d.compat.inc"
void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "bone_name") {
@ -148,9 +149,9 @@ void BoneAttachment3D::_check_bind() {
bone_idx = sk->find_bone(bone_name);
}
if (bone_idx != -1) {
sk->connect(SNAME("bone_pose_changed"), callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
sk->connect(SNAME("skeleton_updated"), callable_mp(this, &BoneAttachment3D::on_skeleton_update));
bound = true;
callable_mp(this, &BoneAttachment3D::on_bone_pose_update).call_deferred(bone_idx);
callable_mp(this, &BoneAttachment3D::on_skeleton_update);
}
}
}
@ -176,7 +177,7 @@ void BoneAttachment3D::_check_unbind() {
Skeleton3D *sk = _get_skeleton3d();
if (sk) {
sk->disconnect(SNAME("bone_pose_changed"), callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
sk->disconnect(SNAME("skeleton_updated"), callable_mp(this, &BoneAttachment3D::on_skeleton_update));
}
bound = false;
}
@ -308,12 +309,12 @@ void BoneAttachment3D::_notification(int p_what) {
}
}
void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
void BoneAttachment3D::on_skeleton_update() {
if (updating) {
return;
}
updating = true;
if (bone_idx == p_bone_index) {
if (bone_idx >= 0) {
Skeleton3D *sk = _get_skeleton3d();
if (sk) {
if (!override_pose) {
@ -371,7 +372,7 @@ void BoneAttachment3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_idx", "bone_idx"), &BoneAttachment3D::set_bone_idx);
ClassDB::bind_method(D_METHOD("get_bone_idx"), &BoneAttachment3D::get_bone_idx);
ClassDB::bind_method(D_METHOD("on_bone_pose_update", "bone_index"), &BoneAttachment3D::on_bone_pose_update);
ClassDB::bind_method(D_METHOD("on_skeleton_update"), &BoneAttachment3D::on_skeleton_update);
ClassDB::bind_method(D_METHOD("set_override_pose", "override_pose"), &BoneAttachment3D::set_override_pose);
ClassDB::bind_method(D_METHOD("get_override_pose"), &BoneAttachment3D::get_override_pose);

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@ -67,6 +67,10 @@ protected:
void _notification(int p_what);
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
virtual void _on_bone_pose_update_bind_compat_90575(int p_bone_index);
static void _bind_compatibility_methods();
#endif
public:
#ifdef TOOLS_ENABLED
@ -89,7 +93,7 @@ public:
void set_external_skeleton(NodePath p_skeleton);
NodePath get_external_skeleton() const;
virtual void on_bone_pose_update(int p_bone_index);
virtual void on_skeleton_update();
#ifdef TOOLS_ENABLED
virtual void notify_rebind_required();

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@ -327,6 +327,8 @@ void Skeleton3D::_notification(int p_what) {
_process_modifiers();
}
emit_signal(SceneStringNames::get_singleton()->skeleton_updated);
// Update skins.
RenderingServer *rs = RenderingServer::get_singleton();
for (SkinReference *E : skin_bindings) {
@ -921,8 +923,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(b.child_bones[i]);
}
emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
}
}
@ -1059,7 +1059,7 @@ void Skeleton3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
ADD_SIGNAL(MethodInfo("pose_updated"));
ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
ADD_SIGNAL(MethodInfo("skeleton_updated"));
ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
ADD_SIGNAL(MethodInfo("bone_list_changed"));
ADD_SIGNAL(MethodInfo("show_rest_only_changed"));

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@ -63,7 +63,7 @@ SceneStringNames::SceneStringNames() {
RESET = StaticCString::create("RESET");
pose_updated = StaticCString::create("pose_updated");
bone_pose_changed = StaticCString::create("bone_pose_changed");
skeleton_updated = StaticCString::create("skeleton_updated");
bone_enabled_changed = StaticCString::create("bone_enabled_changed");
show_rest_only_changed = StaticCString::create("show_rest_only_changed");

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@ -99,7 +99,7 @@ public:
StringName RESET;
StringName pose_updated;
StringName bone_pose_changed;
StringName skeleton_updated;
StringName bone_enabled_changed;
StringName show_rest_only_changed;