51b4145841
This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
/**
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* @mainpage KX_SG_NodeRelationships
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* @section
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*
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* This file provides common concrete implementations of
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* SG_ParentRelation used by the game engine. These are
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* KX_SlowParentRelation a slow parent relationship.
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* KX_NormalParentRelation a normal parent relationship where
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* orientation and position are inherited from the parent by
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* the child.
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* KX_VertexParentRelation only location information is
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* inherited by the child.
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*
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* interface
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*
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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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*/
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#ifndef __KX_SG_BONEPARENTRELATION_H__
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#define __KX_SG_BONEPARENTRELATION_H__
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#include "SG_Spatial.h"
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#include "SG_ParentRelation.h"
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struct Bone;
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/**
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* Bone parent relationship parents a child SG_Spatial frame to a
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* bone in an armature object.
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*/
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class KX_BoneParentRelation : public SG_ParentRelation
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{
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public :
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/**
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* Allocate and construct a new KX_SG_BoneParentRelation
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* on the heap.
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*
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* bone is the bone id to use. Currently it is a pointer
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* to a Blender struct Bone - this should be fixed if
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*/
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static
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KX_BoneParentRelation *
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New(Bone* bone
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);
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/**
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* Updates the childs world coordinates relative to the parent's
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* world coordinates.
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*
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* Parent should be a BL_ArmatureObject.
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*/
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bool
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent,
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bool& parentUpdated
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);
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/**
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* Create a copy of this relationship
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*/
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SG_ParentRelation *
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NewCopy(
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);
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~KX_BoneParentRelation(
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);
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private :
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Bone* m_bone;
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KX_BoneParentRelation(Bone* bone
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);
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};
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#endif
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