Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improve Skeleton's transform performance #746

Merged
merged 2 commits into from
Sep 20, 2024

Conversation

panxinmiao
Copy link
Contributor

@panxinmiao panxinmiao commented Apr 28, 2024

This is a workaround to improve skeletal animation performance, serving as a temporary solution before we resolve the current performance issues with the Transform system.

See: #715 (comment)
Since Bone objects tend to have complex parent-child relationship graphs in most scenarios, the current automatic recursive calculation of transforms has a significant performance impact on Bones and Skeletons.

This PR employs certain tricks to prevent the automatic recursive calculation of the matrix for Bone objects.

We definitely need to address the performance issues of the current Transform system eventually. Once resolved, the contents of this PR can be removed, and the Bone objects will simply be regular blank WorldObjects.

@panxinmiao
Copy link
Contributor Author

Rebased now.
This is separated from #715.
The content of this PR can be safely removed once the performance issues of the Transform system are resolved.

@almarklein almarklein merged commit b97d942 into pygfx:main Sep 20, 2024
14 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants