Files
test/source/gameengine/SceneGraph/SG_IObject.h
Benoit Bolsee 3abb8e8e68 BGE performance: second round of scenegraph improvement.
Use dynamic linked list to handle scenegraph rather than dumb scan
of the whole tree. The performance improvement depends on the fraction
of moving objects. If most objects are static, the speed up is 
considerable. The following table compares the time spent on 
scenegraph before and after this commit on a scene with 10000 objects
in various configuratons:

Scenegraph time (ms)              Before         After
(includes culling)

All objects static,               8.8            1.7  
all visible but small fraction          
in the view frustrum

All objects static,               7,5            0.01
all invisible.

All objects moving,               14.1           8.4
all visible but small fraction
in the view frustrum

This tables shows that static and invisible objects take no CPU at all
for scenegraph and culling. In the general case, this commit will 
speed up the scenegraph between 2x and 5x. Compared to 2.48a, it should
be between 4x and 10x faster. Further speed up is possible by making
the scenegraph cache-friendly.

Next round of performance improvement will be on the rasterizer: use
the same dynamic linked list technique for the mesh slots.
2009-05-03 22:29:00 +00:00

338 lines
7.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __SG_IOBJECT
#define __SG_IOBJECT
#include "SG_QList.h"
#include <vector>
// used for debugging: stage of the game engine main loop at which a Scenegraph modification is done
enum SG_Stage
{
SG_STAGE_UNKNOWN = 0,
SG_STAGE_NETWORK,
SG_STAGE_NETWORK_UPDATE,
SG_STAGE_PHYSICS1,
SG_STAGE_PHYSICS1_UPDATE,
SG_STAGE_CONTROLLER,
SG_STAGE_CONTROLLER_UPDATE,
SG_STAGE_ACTUATOR,
SG_STAGE_ACTUATOR_UPDATE,
SG_STAGE_PHYSICS2,
SG_STAGE_PHYSICS2_UPDATE,
SG_STAGE_SCENE,
SG_STAGE_RENDER,
SG_STAGE_CONVERTER,
SG_STAGE_CULLING,
SG_STAGE_MAX
};
extern SG_Stage gSG_Stage;
inline void SG_SetActiveStage(SG_Stage stage)
{
gSG_Stage = stage;
}
class SG_Controller;
class SG_IObject;
typedef std::vector<SG_Controller*> SGControllerList;
typedef void* (*SG_ReplicationNewCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef void* (*SG_DestructionNewCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef void (*SG_UpdateTransformCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef bool (*SG_ScheduleUpdateCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef bool (*SG_RescheduleUpdateCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
/**
* SG_Callbacks hold 2 call backs to the outside world.
* The first is meant to be called when objects are replicated.
* And allows the outside world to syncronise external objects
* with replicated nodes and their children.
* The second is called when a node is detroyed and again
* is their for synconisation purposes
* These callbacks may both be NULL.
* The efficacy of this approach has not been proved some
* alternatives might be to perform all replication and destruction
* externally.
* To define a class interface rather than a simple function
* call back so that replication information can be transmitted from
* parent->child.
*/
struct SG_Callbacks
{
SG_Callbacks(
):
m_replicafunc(NULL),
m_destructionfunc(NULL),
m_updatefunc(NULL),
m_schedulefunc(NULL),
m_reschedulefunc(NULL)
{
};
SG_Callbacks(
SG_ReplicationNewCallback repfunc,
SG_DestructionNewCallback destructfunc,
SG_UpdateTransformCallback updatefunc,
SG_ScheduleUpdateCallback schedulefunc,
SG_RescheduleUpdateCallback reschedulefunc
):
m_replicafunc(repfunc),
m_destructionfunc(destructfunc),
m_updatefunc(updatefunc),
m_schedulefunc(schedulefunc),
m_reschedulefunc(reschedulefunc)
{
};
SG_ReplicationNewCallback m_replicafunc;
SG_DestructionNewCallback m_destructionfunc;
SG_UpdateTransformCallback m_updatefunc;
SG_ScheduleUpdateCallback m_schedulefunc;
SG_RescheduleUpdateCallback m_reschedulefunc;
};
/**
base object that can be part of the scenegraph.
*/
class SG_IObject : public SG_QList
{
private :
void* m_SGclientObject;
void* m_SGclientInfo;
SG_Callbacks m_callbacks;
SGControllerList m_SGcontrollers;
public:
virtual ~SG_IObject();
/**
* Add a pointer to a controller allocated on the heap, to
* this node. This memory for this controller becomes the
* responsibility of this class. It will be deleted when
* this object is deleted.
*/
void
AddSGController(
SG_Controller* cont
);
/**
* Clear the array of pointers to controllers associated with
* this node. This does not delete the controllers themselves!
* This should be used very carefully to avoid memory
* leaks.
*/
void
RemoveAllControllers(
);
/// Needed for replication
/**
* Return a reference to this node's controller list.
* Whilst we don't wish to expose full control of the container
* to the user we do allow them to call non_const methods
* on pointers in the container. C++ topic: how to do this in
* using STL?
*/
SGControllerList& GetSGControllerList()
{
return m_SGcontrollers;
}
/**
* Get the client object associated with this
* node. This interface allows you to associate
* arbitray external objects with this node. They are
* passed to the callback functions when they are
* activated so you can syncronise these external objects
* upon replication and destruction
* This may be NULL.
*/
inline const void* GetSGClientObject() const
{
return m_SGclientObject;
}
inline void* GetSGClientObject()
{
return m_SGclientObject;
}
/**
* Set the client object for this node. This is just a
* pointer to an object allocated that should exist for
* the duration of the lifetime of this object, or untill
* this function is called again.
*/
void SetSGClientObject(void* clientObject)
{
m_SGclientObject = clientObject;
}
/**
* Set the current simulation time for this node.
* The implementation of this function runs through
* the nodes list of controllers and calls their SetSimulatedTime methods
*/
void SetControllerTime(double time);
virtual
void
Destruct(
) = 0;
protected :
bool
ActivateReplicationCallback(
SG_IObject *replica
)
{
if (m_callbacks.m_replicafunc)
{
// Call client provided replication func
if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL)
return false;
}
return true;
}
void
ActivateDestructionCallback(
)
{
if (m_callbacks.m_destructionfunc)
{
// Call client provided destruction function on this!
m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
}
else
{
// no callback but must still destroy the node to avoid memory leak
delete this;
}
}
void
ActivateUpdateTransformCallback(
)
{
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
bool
ActivateScheduleUpdateCallback(
)
{
// HACK, this check assumes that the scheduled nodes are put on a DList (see SG_Node.h)
// The early check on Empty() allows up to avoid calling the callback function
// when the node is already scheduled for update.
if (Empty() && m_callbacks.m_schedulefunc)
{
// Call client provided update func.
return m_callbacks.m_schedulefunc(this, m_SGclientObject, m_SGclientInfo);
}
return false;
}
void
ActivateRecheduleUpdateCallback(
)
{
if (m_callbacks.m_reschedulefunc)
{
// Call client provided update func.
m_callbacks.m_reschedulefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
);
SG_IObject(
const SG_IObject &other
);
};
#endif //__SG_IOBJECT