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Optimize Skeleton3D #113441
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Optimize Skeleton3D #113441
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What concerns me is that cases where all loc/rot/scale components are enable are quite rare.
In cases where both position and rotation are active, setting them simultaneously might potentially lead to improvements. So if I were to implement this, I would try passing loc/rot/scale as a bitmask as an argument and performing conditional branching within the set_bone_pose_components() method to determine what to set and always use that method, like:
But I'm not sure which cost is lower until I test it.
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I agree and think this is a good idea since most skeletal animations only use position and rotation.
If performance is a concern, marking the
set_bone_pose_componentsmethod asinlineshould allow the compiler to eliminate the branches when it is inSkeleton3D::set_bone_pose.Or we can have just both methods, one with flags and one without.