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Diffstat (limited to 'Runtime/Animation/OptimizeTransformHierarchy.h')
-rw-r--r-- | Runtime/Animation/OptimizeTransformHierarchy.h | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/Runtime/Animation/OptimizeTransformHierarchy.h b/Runtime/Animation/OptimizeTransformHierarchy.h new file mode 100644 index 0000000..fcf5ef2 --- /dev/null +++ b/Runtime/Animation/OptimizeTransformHierarchy.h @@ -0,0 +1,50 @@ +#pragma once + +#include "Runtime/BaseClasses/GameObject.h" +#include "Runtime/Graphics/Transform.h" +#include "Runtime/Allocator/STLAllocator.h" + +/// Forward declaration +class Avatar; +struct HumanDescription; + +/// Optimize the transform hierarchy of the GameObject. +/// +/// Briefly, it will: +/// 1. Flatten the Transform hierarchy. +/// 2. Remove all the Transforms which are not necessary. +/// 3. The SkinnedMeshRenderers will then use skeleton indices to query bone matrices instead of using Transforms. +void OptimizeTransformHierarchy(Unity::GameObject& root, const UnityStr* exposedTransforms = NULL, size_t exposedTransformCount = 0); + +/// De-optimize the transform hierarchy of the GameObject. +void DeoptimizeTransformHierarchy(Unity::GameObject& root); + +/// Remove unnecessary transforms. +/// +/// 1. If 'human' isn't NULL, the human bones will be kept. +/// 2. All the 'exposedTransforms' will be kept. +/// 3. If 'doKeepSkeleton' is true, the Transforms that are used by SkinnedMeshRenderers will be kept. +/// +/// If one Transform is kept, its ancestors will also be kept. +void RemoveUnnecessaryTransforms (Unity::GameObject& gameObject, const HumanDescription* human, const UnityStr* exposedTransforms, size_t exposedTransformCount, bool doKeepSkeleton); + +/// Query the useful transform paths from the transform hierarchy. +/// +/// 1. The output paths will be relative paths to 'root' +/// 2. If there are more than one Components attached to a GameObject, then the corresponding Transform will be regarded as *Useful*. +template <typename Alloc> +void GetUsefulTransformPaths (const Transform& root, const Transform& transform, std::vector<UnityStr, Alloc>& outPaths) +{ + for (int i=0; i<transform.GetChildrenCount(); i++) + { + const Transform& child = transform.GetChild(i); + const GameObject& gameObject = child.GetGameObject(); + if (gameObject.GetComponentCount() > 1) + { + UnityStr path = CalculateTransformPath(child, &root); + outPaths.push_back(path); + } + + GetUsefulTransformPaths(root, child, outPaths); + } +} |