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.
216 lines
4.4 KiB
C++
216 lines
4.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "SG_Node.h"
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#include "SG_Spatial.h"
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#include "SG_Controller.h"
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#include "SG_ParentRelation.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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SG_Spatial::
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SG_Spatial(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks& callbacks
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):
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SG_IObject(clientobj,clientinfo,callbacks),
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m_localPosition(0.0,0.0,0.0),
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m_localRotation(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0),
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m_localScaling(1.f,1.f,1.f),
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m_worldPosition(0.0,0.0,0.0),
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m_worldRotation(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0),
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m_worldScaling(1.f,1.f,1.f),
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m_parent_relation (NULL),
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m_bbox(MT_Point3(-1.0, -1.0, -1.0), MT_Point3(1.0, 1.0, 1.0)),
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m_radius(1.0),
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m_modified(false)
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{
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SetModified();
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}
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SG_Spatial::
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SG_Spatial(
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const SG_Spatial& other
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) :
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SG_IObject(other),
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m_localPosition(other.m_localPosition),
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m_localRotation(other.m_localRotation),
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m_localScaling(other.m_localScaling),
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m_worldPosition(other.m_worldPosition),
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m_worldRotation(other.m_worldRotation),
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m_worldScaling(other.m_worldScaling),
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m_parent_relation(NULL),
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m_bbox(other.m_bbox),
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m_radius(other.m_radius)
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{
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// duplicate the parent relation for this object
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m_parent_relation = other.m_parent_relation->NewCopy();
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}
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SG_Spatial::
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~SG_Spatial()
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{
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delete (m_parent_relation);
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}
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void
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SG_Spatial::
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SetParentRelation(
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SG_ParentRelation *relation
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){
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delete (m_parent_relation);
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m_parent_relation = relation;
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SetModified();
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}
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/**
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* Update Spatial Data.
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* Calculates WorldTransform., (either doing itsself or using the linked SGControllers)
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*/
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bool
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SG_Spatial::
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UpdateSpatialData(
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const SG_Spatial *parent,
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double time,
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bool& parentUpdated
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){
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bool bComputesWorldTransform = false;
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// update spatial controllers
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SGControllerList::iterator cit = GetSGControllerList().begin();
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SGControllerList::const_iterator c_end = GetSGControllerList().end();
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for (;cit!=c_end;++cit)
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{
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if ((*cit)->Update(time))
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bComputesWorldTransform = true;
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}
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// If none of the objects updated our values then we ask the
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// parent_relation object owned by this class to update
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// our world coordinates.
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if (!bComputesWorldTransform)
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bComputesWorldTransform = ComputeWorldTransforms(parent, parentUpdated);
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return bComputesWorldTransform;
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}
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/**
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* Position and translation methods
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*/
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void
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SG_Spatial::
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RelativeTranslate(
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const MT_Vector3& trans,
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const SG_Spatial *parent,
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bool local
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){
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if (local) {
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m_localPosition += m_localRotation * trans;
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} else {
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if (parent) {
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m_localPosition += trans * parent->GetWorldOrientation();
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} else {
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m_localPosition += trans;
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}
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}
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SetModified();
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}
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/**
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* Scaling methods.
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*/
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/**
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* Orientation and rotation methods.
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*/
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void
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SG_Spatial::
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RelativeRotate(
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const MT_Matrix3x3& rot,
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bool local
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){
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m_localRotation = m_localRotation * (
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local ?
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rot
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:
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(GetWorldOrientation().inverse() * rot * GetWorldOrientation()));
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SetModified();
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}
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MT_Transform SG_Spatial::GetWorldTransform() const
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{
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return MT_Transform(m_worldPosition,
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m_worldRotation.scaled(
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m_worldScaling[0], m_worldScaling[1], m_worldScaling[2]));
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}
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bool SG_Spatial::inside(const MT_Point3 &point) const
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{
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MT_Scalar radius = m_worldScaling[m_worldScaling.closestAxis()]*m_radius;
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return (m_worldPosition.distance2(point) <= radius*radius) ?
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m_bbox.transform(GetWorldTransform()).inside(point) :
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false;
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}
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void SG_Spatial::getBBox(MT_Point3 *box) const
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{
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m_bbox.get(box, GetWorldTransform());
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}
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void SG_Spatial::getAABBox(MT_Point3 *box) const
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{
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m_bbox.getaa(box, GetWorldTransform());
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}
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