forked from bartvdbraak/blender
BGE performance:
- Vast performance increase when removing scene containing large number of objects: the sensor/controller map was updated for each deleted object, causing massive slow down when the number of objects was large (O(n^2)). - Use reference when scanning the sensor map => avoid useless copy. - Remove dynamically the object bounding box from the DBVT when the object is invisible => faster culling.
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@ -79,6 +79,13 @@ SCA_LogicManager::~SCA_LogicManager()
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m_activeActuators.clear();
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}
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// this function is a performance helper when the scene is destoyed
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// without it, the map updated for each object... a massive slow down when there are
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// large number of objects. By clearing the map upfront we avoid the waster of time.
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void SCA_LogicManager::RemoveSensorMap()
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{
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m_sensorcontrollermapje.clear();
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}
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/*
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// this kind of fixes bug 398 but breakes games, so better leave it out for now.
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@ -171,12 +178,16 @@ void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshnam
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void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
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{
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controllerlist contlist = m_sensorcontrollermapje[sensor];
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for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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sensormap_t::const_iterator mit = m_sensorcontrollermapje.find(sensor);
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if (mit != m_sensorcontrollermapje.end())
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{
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(*c)->UnlinkSensor(sensor);
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const controllerlist& contlist = mit->second;
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for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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{
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(*c)->UnlinkSensor(sensor);
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}
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m_sensorcontrollermapje.erase(sensor);
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}
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m_sensorcontrollermapje.erase(sensor);
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sensor->UnregisterToManager();
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}
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@ -184,7 +195,7 @@ void SCA_LogicManager::RemoveController(SCA_IController* controller)
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{
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controller->UnlinkAllSensors();
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controller->UnlinkAllActuators();
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std::map<SCA_ISensor*,controllerlist>::iterator sit;
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sensormap_t::iterator sit;
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for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
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{
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(*sit).second.remove(controller);
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@ -197,10 +208,10 @@ void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
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m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
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// take care that no controller can use this actuator again !
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std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
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sensormap_t::const_iterator sit;
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for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
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{
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controllerlist contlist = (*sit).second;
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const controllerlist& contlist = sit->second;
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for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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{
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(*c)->UnlinkActuator(actuator);
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@ -237,8 +248,8 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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!(is==m_activatedsensors.end());is++)
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{
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SCA_ISensor* sensor = *is;
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controllerlist contlist = m_sensorcontrollermapje[sensor];
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for (list<SCA_IController*>::const_iterator c= contlist.begin();
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const controllerlist& contlist = m_sensorcontrollermapje[sensor];
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for (list<SCA_IController*>::const_iterator c= contlist.begin();
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!(c==contlist.end());c++)
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{
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SCA_IController* contr = *c;//controllerarray->at(c);
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@ -47,7 +47,8 @@
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#include "KX_HashedPtr.h"
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using namespace std;
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typedef list<class SCA_IController*> controllerlist;
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typedef std::list<class SCA_IController*> controllerlist;
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typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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/**
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* This manager handles sensor, controllers and actuators.
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@ -101,7 +102,7 @@ class SCA_LogicManager
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set<class SmartActuatorPtr> m_activeActuators;
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set<class SmartControllerPtr> m_triggeredControllerSet;
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map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
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sensormap_t m_sensorcontrollermapje;
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// need to find better way for this
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// also known as FactoryManager...
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@ -116,6 +117,9 @@ class SCA_LogicManager
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public:
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SCA_LogicManager();
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virtual ~SCA_LogicManager();
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// can ONLY be used during scene destruction, avoid massive slow down when scene has many many objects
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void RemoveSensorMap();
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//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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void RegisterEventManager(SCA_EventManager* eventmgr);
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void RegisterToSensor(SCA_IController* controller,
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@ -628,6 +628,8 @@ KX_GameObject::SetVisible(
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{
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if (GetSGNode()) {
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m_bVisible = v;
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if (m_pGraphicController)
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m_pGraphicController->Activate(m_bVisible);
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if (recursive)
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setVisible_recursive(GetSGNode(), v);
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}
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@ -287,11 +287,11 @@ public:
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/**
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* Gets the maximum number of logic frame before render frame
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*/
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static int KX_KetsjiEngine::GetMaxLogicFrame();
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static int GetMaxLogicFrame();
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/**
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* Sets the maximum number of logic frame before render frame
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*/
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static void KX_KetsjiEngine::SetMaxLogicFrame(int frame);
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static void SetMaxLogicFrame(int frame);
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/**
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* Gets the framerate for playing animations. (actions and ipos)
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@ -208,6 +208,8 @@ KX_Scene::~KX_Scene()
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// It's still there but we remove all properties here otherwise some
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// reference might be hanging and causing late release of objects
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RemoveAllDebugProperties();
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// early removal of sensor map to avoid massive slow down when there are many objects
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m_logicmgr->RemoveSensorMap();
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while (GetRootParentList()->GetCount() > 0)
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{
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