[Bf-blender-cvs] [f79c748] master: Armature: Cheap edit-to-object mode speedup.
Bastien Montagne
noreply at git.blender.org
Fri Sep 4 12:28:59 CEST 2015
Commit: f79c748246b075fddf719d2a7a7cbd764f4c5a60
Author: Bastien Montagne
Date: Fri Sep 4 12:12:49 2015 +0200
Branches: master
https://developer.blender.org/rBf79c748246b075fddf719d2a7a7cbd764f4c5a60
Armature: Cheap edit-to-object mode speedup.
`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!
Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.
With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).
Not crucial, but still worth it. ;)
===================================================================
M source/blender/blenkernel/BKE_armature.h
M source/blender/blenkernel/intern/armature.c
M source/blender/editors/armature/armature_utils.c
===================================================================
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 2a674e5..e1885e4 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -91,7 +91,7 @@ bool BKE_armature_bone_flag_test_recursive(const struct Bone *bone, int
float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float r1, float r2, float rdist);
void BKE_armature_where_is(struct bArmature *arm);
-void BKE_armature_where_is_bone(struct Bone *bone, struct Bone *prevbone);
+void BKE_armature_where_is_bone(struct Bone *bone, struct Bone *prevbone, const bool use_recursion);
void BKE_pose_rebuild(struct Object *ob, struct bArmature *arm);
void BKE_pose_where_is(struct Scene *scene, struct Object *ob);
void BKE_pose_where_is_bone(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime, bool do_extra);
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 9bb8726..639249e 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1568,16 +1568,15 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
/* recursive part, calculates restposition of entire tree of children */
/* used by exiting editmode too */
-void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone)
+void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone, const bool use_recursion)
{
float vec[3];
/* Bone Space */
sub_v3_v3v3(vec, bone->tail, bone->head);
+ bone->length = len_v3(vec);
vec_roll_to_mat3(vec, bone->roll, bone->bone_mat);
- bone->length = len_v3v3(bone->head, bone->tail);
-
/* this is called on old file reading too... */
if (bone->xwidth == 0.0f) {
bone->xwidth = 0.1f;
@@ -1599,9 +1598,11 @@ void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone)
}
/* and the kiddies */
- prevbone = bone;
- for (bone = bone->childbase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, prevbone);
+ if (use_recursion) {
+ prevbone = bone;
+ for (bone = bone->childbase.first; bone; bone = bone->next) {
+ BKE_armature_where_is_bone(bone, prevbone, use_recursion);
+ }
}
}
@@ -1613,7 +1614,7 @@ void BKE_armature_where_is(bArmature *arm)
/* hierarchical from root to children */
for (bone = arm->bonebase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, NULL);
+ BKE_armature_where_is_bone(bone, NULL, true);
}
}
diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c
index 0928486..8251740 100644
--- a/source/blender/editors/armature/armature_utils.c
+++ b/source/blender/editors/armature/armature_utils.c
@@ -489,8 +489,9 @@ static void fix_bonelist_roll(ListBase *bonelist, ListBase *editbonelist)
float imat[3][3];
for (curBone = bonelist->first; curBone; curBone = curBone->next) {
- /* sets local matrix and arm_mat (restpos) */
- BKE_armature_where_is_bone(curBone, curBone->parent);
+ /* sets local matrix and arm_mat (restpos).
+ * Do not recurse into children here, fix_bonelist_roll is already recursive. */
+ BKE_armature_where_is_bone(curBone, curBone->parent, false);
/* Find the associated editbone */
for (ebone = editbonelist->first; ebone; ebone = ebone->next)
@@ -516,7 +517,7 @@ static void fix_bonelist_roll(ListBase *bonelist, ListBase *editbonelist)
curBone->roll = -atan2f(difmat[2][0], difmat[2][2]);
/* and set restposition again */
- BKE_armature_where_is_bone(curBone, curBone->parent);
+ BKE_armature_where_is_bone(curBone, curBone->parent, false);
}
fix_bonelist_roll(&curBone->childbase, editbonelist);
}
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