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.
221 lines
4.5 KiB
C++
221 lines
4.5 KiB
C++
/**
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* $Id$
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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_ParentRelation.h"
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#include <algorithm>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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using namespace std;
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SG_Node::SG_Node(
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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_Spatial(clientobj,clientinfo,callbacks),
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m_SGparent(NULL)
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{
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}
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SG_Node::SG_Node(
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const SG_Node & other
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) :
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SG_Spatial(other),
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m_children(other.m_children),
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m_SGparent(other.m_SGparent)
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{
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// nothing to do
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}
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SG_Node::~SG_Node()
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{
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}
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SG_Node* SG_Node::GetSGReplica()
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{
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SG_Node* replica = new SG_Node(*this);
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if (replica == NULL) return NULL;
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ProcessSGReplica(&replica);
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return replica;
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}
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void
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SG_Node::
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ProcessSGReplica(
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SG_Node** replica
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){
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// Apply the replication call back function.
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if (!ActivateReplicationCallback(*replica))
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{
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delete (*replica);
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*replica = NULL;
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return;
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}
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// clear the replica node of it's parent.
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static_cast<SG_Node*>(*replica)->m_SGparent = NULL;
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if (m_children.begin() != m_children.end())
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{
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// if this node has children, the replica has too, so clear and clone children
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(*replica)->ClearSGChildren();
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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SG_Node* childnode = (*childit)->GetSGReplica();
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if (childnode)
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(*replica)->AddChild(childnode);
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}
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}
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// Nodes without children and without client object are
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// not worth to keep, they will just take up CPU
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// This can happen in partial replication of hierarchy
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// during group duplication.
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if ((*replica)->m_children.empty() &&
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(*replica)->GetSGClientObject() == NULL)
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{
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delete (*replica);
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*replica = NULL;
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}
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}
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void
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SG_Node::
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Destruct()
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{
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// Not entirely sure what Destruct() expects to happen.
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// I think it probably means just to call the DestructionCallback
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// in the right order on all the children - rather than free any memory
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// We'll delete m_parent_relation now anyway.
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delete(m_parent_relation);
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m_parent_relation = NULL;
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if (m_children.begin() != m_children.end())
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{
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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// call the SG_Node destruct method on each of our children }-)
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(*childit)->Destruct();
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}
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}
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ActivateDestructionCallback();
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}
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const
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SG_Node*
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SG_Node::
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GetRootSGParent(
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) const {
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return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
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}
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void
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SG_Node::
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DisconnectFromParent(
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){
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if (m_SGparent)
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{
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m_SGparent->RemoveChild(this);
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m_SGparent = NULL;
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}
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}
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void SG_Node::AddChild(SG_Node* child)
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{
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m_children.push_back(child);
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child->SetSGParent(this); // this way ?
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}
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void SG_Node::RemoveChild(SG_Node* child)
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{
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NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
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if (childfound != m_children.end())
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{
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m_children.erase(childfound);
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}
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}
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void SG_Node::UpdateWorldData(double time, bool parentUpdated)
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{
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//if (!GetSGParent())
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// return;
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if (UpdateSpatialData(GetSGParent(),time,parentUpdated))
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// to update the
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ActivateUpdateTransformCallback();
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// The node is updated, remove it from the update list
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Delink();
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// update children's worlddata
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->UpdateWorldData(time, parentUpdated);
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}
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}
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void SG_Node::SetSimulatedTime(double time,bool recurse)
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{
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// update the controllers of this node.
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SetControllerTime(time);
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// update children's simulate time.
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if (recurse)
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{
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->SetSimulatedTime(time,recurse);
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}
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}
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}
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