Improved animation performance

This commit is contained in:
Eduard Urbach 2024-02-28 12:15:58 +01:00
parent ded6f51c5d
commit cb4dd41358
Signed by: akyoto
GPG Key ID: C874F672B1AF20C0
9 changed files with 63 additions and 52 deletions

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@ -11,6 +11,6 @@ var terrain: Terrain3D
var instance_id: int
func _enter_tree():
instance_id = OS.get_process_id() % 2
instance_id = 0 #OS.get_process_id() % 2
account = Account.new()
account.name = "user%d" % instance_id

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@ -17,4 +17,8 @@ func on_jump():
func handle_packet(data: PackedByteArray):
var player_id := data.get_string_from_ascii()
var player := Global.players.get_player(player_id)
if !player:
return
player.controller.jumped.emit()

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@ -1,12 +1,10 @@
class_name AnimationComponent
extends CharacterComponent
@export var skip_frames: int = 0
var animations: AnimationPlayer
var state: StateComponent
var accumulated_delta: float
var skipped_frames: int
var delay: float
func _ready():
state = character.get_node("State")
@ -16,12 +14,9 @@ func _ready():
func _process(delta: float):
accumulated_delta += delta
if skipped_frames >= skip_frames:
if accumulated_delta >= delay:
animations.advance(accumulated_delta)
accumulated_delta = 0
skipped_frames = 0
else:
skipped_frames += 1
func on_transition(_from: StateComponent.State, to: StateComponent.State):
match to:

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@ -15,8 +15,7 @@ var ik_time: float
func _ready():
if owner != Global.player:
queue_free()
return
set_enabled(false)
for foot_name in feet_names:
var foot = Foot.new()
@ -94,3 +93,7 @@ func get_foot_rotation(old: Basis, normal: Vector3) -> Basis:
new = new.orthonormalized()
new = new.rotated(Vector3.UP, PI)
return new
func set_enabled(enabled: bool):
set_process(enabled)
set_physics_process(enabled)

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@ -17,6 +17,9 @@ func _ready():
character.controlled.connect(on_controlled)
func _process(delta: float):
if (physics_position - character.position).length_squared() < 0.00001:
return
character.position = Math.damp_vector(character.position, physics_position, ticks_per_second * delta)
func _physics_process(delta: float):

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@ -0,0 +1,36 @@
class_name AnimationPerformance
const DELAY_INVISIBLE := 1.0
const DELAY_VISIBLE := 0.5
static var quality_budget: Array[int] = [
10, # Full animation quality
5, # 2.5 ms delay
5, # 5.0 ms delay
5, # 7.5 ms delay
5, # 10.0 ms delay
5, # 12.5 ms delay
5, # 15 ms delay
5, # 17.5 ms delay
5, # 20 ms delay
]
static func update_animation_quality(visible_players: Array[Player]):
var delay := 0.0
var count := 0
var index := 0
for player in visible_players:
if index >= quality_budget.size():
player.performance.delay_visible = DELAY_VISIBLE
player.animation.delay = DELAY_VISIBLE
continue
player.performance.delay_visible = delay
player.animation.delay = delay
count += 1
if count >= quality_budget[index]:
index += 1
delay += 0.025
count = 0

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@ -1,25 +1,11 @@
class_name PerformanceComponent
extends VisibleOnScreenNotifier3D
const SKIP_FRAMES_INVISIBLE := 16
const SKIP_FRAMES_VISIBLE := 8
static var quality_budget: Array[int] = [
10, # 0 skipped frames
10, # 1 skipped frame
10, # 2 skipped frames
10, # 3 skipped frames
10, # 4 skipped frames
10, # 5 skipped frames
10, # 6 skipped frames
10, # 7 skipped frames
]
@export var animation: AnimationComponent
var camera_distance_squared: float
var on_screen: bool
var skip_frames_visible: int
var delay_visible: float
func _ready():
assert(animation)
@ -28,13 +14,13 @@ func _ready():
func on_screen_entered():
on_screen = true
animation.skip_frames = skip_frames_visible
animation.delay = delay_visible
func on_screen_exited():
on_screen = false
animation.skip_frames = SKIP_FRAMES_INVISIBLE
animation.delay = AnimationPerformance.DELAY_INVISIBLE
static func update_all_animations():
static func get_visible_players_sorted_by_distance() -> Array[Player]:
var visible_players: Array[Player] = []
for player in Global.players.id_to_player.values():
@ -43,30 +29,13 @@ static func update_all_animations():
if player.performance.on_screen:
visible_players.append(player)
else:
player.performance.animation.skip_frames = SKIP_FRAMES_INVISIBLE
player.performance.animation.delay = AnimationPerformance.DELAY_INVISIBLE
if Global.player:
Global.player.performance.camera_distance_squared = 0
visible_players.sort_custom(PerformanceComponent.distance_sort)
var skip_frames := 0
var count := 0
for player in visible_players:
if skip_frames >= quality_budget.size():
player.performance.skip_frames_visible = SKIP_FRAMES_VISIBLE
player.animation.skip_frames = SKIP_FRAMES_VISIBLE
continue
player.performance.skip_frames_visible = skip_frames
player.animation.skip_frames = skip_frames
count += 1
if count >= quality_budget[skip_frames]:
skip_frames += 1
count = 0
return visible_players
static func distance_sort(a: Player, b: Player) -> bool:
return a.performance.camera_distance_squared < b.performance.camera_distance_squared
return a.performance.camera_distance_squared < b.performance.camera_distance_squared

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@ -10,7 +10,8 @@ func _ready():
timer.timeout.connect(tick)
func tick():
PerformanceComponent.update_all_animations()
var visible_players := PerformanceComponent.get_visible_players_sorted_by_distance()
AnimationPerformance.update_animation_quality(visible_players)
func add(player: Player):
if has(player.id):
@ -20,7 +21,7 @@ func add(player: Player):
id_to_player[player.id] = player
func get_player(id: String) -> Player:
return id_to_player[id] as Player
return id_to_player.get(id) as Player
func has(id: String) -> bool:
return id_to_player.has(id)

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@ -7,7 +7,7 @@ import (
)
var (
SpawnPoint = Vector3{584.98, 9.5, 394.68}
SpawnPoint = Vector3{584.98, 9.8, 394.68}
accounts = map[string]*Account{}
)
@ -19,7 +19,7 @@ func init() {
func MakeTestAccounts() {
for i := range 500 {
angle := rand.Float64() * math.Pi * 2
distance := rand.Float64() * 12.0
distance := rand.Float64() * 25.0
accounts[fmt.Sprintf("user%d", i)] = &Account{
ID: fmt.Sprintf("id%d", i),