forked from mirrors/0ad
Cache the model-animation bounds more efficiently.
To render models, we need to know the maximum bounds it takes over the course of an animation. This depends only on the ModelDef and the AnimationDef (and thus the SkeletonDef). Currently, we recompute this data for each model, which is inefficient. Caching it in ModelDef is faster, particularly avoiding lag spikes at game start on some maps. The animations are referred by a unique ID to avoid pointer-related issues. I would have preferred weak_ptr, but that cannot be stably hashed for now. While at it, switch to unique_ptr/vectors. Differential Revision: https://code.wildfiregames.com/D2967 This was SVN commit r25306.
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@@ -40,9 +40,6 @@ CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
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// CSkeletonAnimManager destructor
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CSkeletonAnimManager::~CSkeletonAnimManager()
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{
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using Iter = std::unordered_map<VfsPath,CSkeletonAnimDef*>::iterator;
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for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i)
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delete i->second;
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}
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///////////////////////////////////////////////////////////////////////////////
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@@ -53,22 +50,18 @@ CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
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VfsPath name = pathname.ChangeExtension(L"");
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// Find if it's already been loaded
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std::unordered_map<VfsPath, CSkeletonAnimDef*>::iterator iter = m_Animations.find(name);
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std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>>::iterator iter = m_Animations.find(name);
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if (iter != m_Animations.end())
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return iter->second;
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return iter->second.get();
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CSkeletonAnimDef* def = NULL;
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std::unique_ptr<CSkeletonAnimDef> def;
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// Find the file to load
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VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
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if (psaFilename.empty())
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{
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LOGERROR("Could not load animation '%s'", pathname.string8());
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def = NULL;
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}
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else
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{
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try
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{
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def = CSkeletonAnimDef::Load(psaFilename);
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@@ -77,14 +70,12 @@ CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
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{
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LOGERROR("Could not load animation '%s'", psaFilename.string8());
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}
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}
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if (def)
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LOGMESSAGE("CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", pathname.string8());
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else
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LOGERROR("CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", pathname.string8());
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// Add to map
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m_Animations[name] = def; // NULL if failed to load - we won't try loading it again
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return def;
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// Add to map, NULL if failed to load - we won't try loading it again
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return m_Animations.insert_or_assign(name, std::move(def)).first->second.get();
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}
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