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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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@@ -130,66 +130,16 @@ void CModel::CalcBounds()
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// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
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void CModel::CalcStaticObjectBounds()
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{
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m_ObjectBounds.SetEmpty();
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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for (size_t i=0;i<numverts;i++) {
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m_ObjectBounds+=verts[i].m_Coords;
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}
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PROFILE2("CalcStaticObjectBounds");
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m_pModelDef->GetMaxBounds(nullptr, !(m_Flags & MODELFLAG_NOLOOPANIMATION), m_ObjectBounds);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
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void CModel::CalcAnimatedObjectBounds(CSkeletonAnimDef* anim, CBoundingBoxAligned& result)
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{
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result.SetEmpty();
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// Set the current animation on which to perform calculations (if it's necessary)
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if (anim != m_Anim->m_AnimDef)
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{
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CSkeletonAnim dummyanim;
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dummyanim.m_AnimDef=anim;
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if (!SetAnimation(&dummyanim)) return;
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}
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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// Remove any transformations, so that we calculate the bounding box
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// at the origin. The box is later re-transformed onto the object, without
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// having to recalculate the size of the box.
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CMatrix3D transform, oldtransform = GetTransform();
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CModelAbstract* oldparent = m_Parent;
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m_Parent = 0;
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transform.SetIdentity();
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CRenderableObject::SetTransform(transform);
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// Following seems to stomp over the current animation time - which, unsurprisingly,
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// introduces artefacts in the currently playing animation. Save it here and restore it
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// at the end.
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float AnimTime = m_AnimTime;
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// iterate through every frame of the animation
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for (size_t j=0;j<anim->GetNumFrames();j++) {
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m_PositionValid = false;
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ValidatePosition();
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// extend bounds by vertex positions at the frame
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for (size_t i=0;i<numverts;i++)
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{
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result += CModelDef::SkinPoint(verts[i], GetAnimatedBoneMatrices());
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}
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// advance to next frame
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m_AnimTime += anim->GetFrameTime();
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}
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m_PositionValid = false;
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m_Parent = oldparent;
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SetTransform(oldtransform);
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m_AnimTime = AnimTime;
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PROFILE2("CalcAnimatedObjectBounds");
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m_pModelDef->GetMaxBounds(anim, !(m_Flags & MODELFLAG_NOLOOPANIMATION), result);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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