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