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.
This commit is contained in:
Benoit Bolsee 2009-05-03 22:29:00 +00:00
parent 2aa3c932d0
commit 3abb8e8e68
14 changed files with 649 additions and 420 deletions

@ -4,6 +4,7 @@
Version="9,00" Version="9,00"
Name="SG_SceneGraph" Name="SG_SceneGraph"
ProjectGUID="{09222F5E-1625-4FF3-A89A-384D16875EE5}" ProjectGUID="{09222F5E-1625-4FF3-A89A-384D16875EE5}"
RootNamespace="SG_SceneGraph"
TargetFrameworkVersion="131072" TargetFrameworkVersion="131072"
> >
<Platforms> <Platforms>
@ -509,6 +510,10 @@
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_Controller.h" RelativePath="..\..\..\source\gameengine\SceneGraph\SG_Controller.h"
> >
</File> </File>
<File
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_DList.h"
>
</File>
<File <File
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_IObject.h" RelativePath="..\..\..\source\gameengine\SceneGraph\SG_IObject.h"
> >
@ -521,6 +526,10 @@
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_ParentRelation.h" RelativePath="..\..\..\source\gameengine\SceneGraph\SG_ParentRelation.h"
> >
</File> </File>
<File
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_QList.h"
>
</File>
<File <File
RelativePath="..\..\..\source\gameengine\SceneGraph\SG_Spatial.h" RelativePath="..\..\..\source\gameengine\SceneGraph\SG_Spatial.h"
> >

@ -2055,7 +2055,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
{ {
// blender has an additional 'parentinverse' offset in each object // blender has an additional 'parentinverse' offset in each object
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks()); SG_Node* parentinversenode = new SG_Node(NULL,kxscene,SG_Callbacks(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc));
// define a normal parent relationship for this node. // define a normal parent relationship for this node.
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New(); KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
@ -2249,7 +2249,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
{ {
// blender has an additional 'parentinverse' offset in each object // blender has an additional 'parentinverse' offset in each object
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks()); SG_Node* parentinversenode = new SG_Node(NULL,kxscene,SG_Callbacks(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc));
// define a normal parent relationship for this node. // define a normal parent relationship for this node.
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New(); KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();

@ -125,7 +125,9 @@ UpdateChildCoordinates(
else { else {
child->SetWorldFromLocalTransform(); child->SetWorldFromLocalTransform();
} }
child->SetModified(false); child->ClearModified();
// this node must always be updated, so reschedule it for next time
child->ActivateRecheduleUpdateCallback();
return valid_parent_transform; return valid_parent_transform;
} }

@ -63,7 +63,7 @@ UpdateChildCoordinates(
if (parent==NULL) { /* Simple case */ if (parent==NULL) { /* Simple case */
child->SetWorldFromLocalTransform(); child->SetWorldFromLocalTransform();
child->SetModified(false); child->ClearModified();
return true; //false; return true; //false;
} }
else { else {
@ -75,7 +75,7 @@ UpdateChildCoordinates(
child->SetWorldScale(p_world_scale * child->GetLocalScale()); child->SetWorldScale(p_world_scale * child->GetLocalScale());
child->SetWorldOrientation(p_world_rotation * child->GetLocalOrientation()); child->SetWorldOrientation(p_world_rotation * child->GetLocalOrientation());
child->SetWorldPosition(p_world_pos + p_world_scale * (p_world_rotation * child->GetLocalPosition())); child->SetWorldPosition(p_world_pos + p_world_scale * (p_world_rotation * child->GetLocalPosition()));
child->SetModified(false); child->ClearModified();
return true; return true;
} }
} }
@ -137,7 +137,7 @@ UpdateChildCoordinates(
child->SetWorldPosition(child->GetLocalPosition()); child->SetWorldPosition(child->GetLocalPosition());
child->SetWorldOrientation(child->GetLocalOrientation()); child->SetWorldOrientation(child->GetLocalOrientation());
child->SetModified(false); child->ClearModified();
return true; //parent != NULL; return true; //parent != NULL;
} }
@ -259,7 +259,9 @@ UpdateChildCoordinates(
child->SetWorldScale(child_w_scale); child->SetWorldScale(child_w_scale);
child->SetWorldPosition(child_w_pos); child->SetWorldPosition(child_w_pos);
child->SetWorldOrientation(child_w_rotation); child->SetWorldOrientation(child_w_rotation);
child->SetModified(false); child->ClearModified();
// this node must always be updated, so reschedule it for next time
child->ActivateRecheduleUpdateCallback();
return true; //parent != NULL; return true; //parent != NULL;
} }

@ -111,7 +111,22 @@ void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
return NULL; return NULL;
}; };
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc); bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
}
bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
}
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
KX_SceneReplicationFunc,
KX_SceneDestructionFunc,
KX_GameObject::UpdateTransformFunc,
KX_Scene::KX_ScenegraphUpdateFunc,
KX_Scene::KX_ScenegraphRescheduleFunc);
// temporarily var until there is a button in the userinterface // temporarily var until there is a button in the userinterface
// (defined in KX_PythonInit.cpp) // (defined in KX_PythonInit.cpp)
@ -1473,17 +1488,30 @@ void KX_Scene::LogicEndFrame()
*/ */
void KX_Scene::UpdateParents(double curtime) void KX_Scene::UpdateParents(double curtime)
{ {
// int numrootobjects = GetRootParentList()->GetCount(); // we use the SG dynamic list
SG_Node* node;
for (int i=0; i<GetRootParentList()->GetCount(); i++) while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
{ {
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i); node->UpdateWorldData(curtime);
parentobj->NodeUpdateGS(curtime); }
//for (int i=0; i<GetRootParentList()->GetCount(); i++)
//{
// KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
// parentobj->NodeUpdateGS(curtime);
//}
// the list must be empty here
assert(m_sghead.Empty());
// some nodes may be ready for reschedule, move them to schedule list for next time
while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
{
node->Schedule(m_sghead);
} }
} }
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated) RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
{ {
return m_bucketmanager->FindBucket(polymat, bucketCreated); return m_bucketmanager->FindBucket(polymat, bucketCreated);

@ -118,6 +118,11 @@ protected:
CListValue* m_parentlist; // all 'root' parents CListValue* m_parentlist; // all 'root' parents
CListValue* m_lightlist; CListValue* m_lightlist;
CListValue* m_inactivelist; // all objects that are not in the active layer CListValue* m_inactivelist; // all objects that are not in the active layer
SG_QList m_sghead; // list of nodes that needs scenegraph update
// the Dlist is not object that must be updated
// the Qlist is for objects that needs to be rescheduled
// for updates after udpate is over (slow parent, bone parent)
/** /**
* The tree of objects in the scene. * The tree of objects in the scene.
@ -307,6 +312,8 @@ public:
/** /**
* Update all transforms according to the scenegraph. * Update all transforms according to the scenegraph.
*/ */
static bool KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene);
static bool KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene);
void UpdateParents(double curtime); void UpdateParents(double curtime);
void DupliGroupRecurse(CValue* gameobj, int level); void DupliGroupRecurse(CValue* gameobj, int level);
bool IsObjectInGroup(CValue* gameobj) bool IsObjectInGroup(CValue* gameobj)

@ -0,0 +1,147 @@
/**
* $Id$
*
* ***** 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_DLIST
#define __SG_DLIST
#include <stdlib.h>
/**
* Double circular linked list
*/
class SG_DList
{
protected :
SG_DList* m_flink;
SG_DList* m_blink;
public:
template<typename T> class iterator
{
private:
SG_DList& m_head;
T* m_current;
public:
typedef iterator<T> _myT;
iterator(SG_DList& head) : m_head(head), m_current(NULL) {}
~iterator() {}
void begin()
{
m_current = (T*)m_head.Peek();
if (m_current == (T*)m_head.Self())
{
m_current = NULL;
}
}
bool end()
{
return (NULL == m_current);
}
T* operator*()
{
return m_current;
}
_myT& operator++()
{
assert(m_current);
m_current = (T*)m_current->Peek();
if (m_current == (T*)m_head.Self())
{
m_current = NULL;
}
return *this;
}
};
SG_DList()
{
m_flink = m_blink = this;
}
virtual ~SG_DList()
{
Delink();
}
inline bool Empty() // Check for empty queue
{
return ( m_flink == this );
}
bool AddBack( SG_DList *item ) // Add to the back
{
if (!item->Empty())
return false;
item->m_blink = m_blink;
item->m_flink = this;
m_blink->m_flink = item;
m_blink = item;
return true;
}
bool AddFront( SG_DList *item ) // Add to the back
{
if (!item->Empty())
return false;
item->m_flink = m_flink;
item->m_blink = this;
m_flink->m_blink = item;
m_flink = item;
return true;
}
SG_DList *Remove() // Remove from the front
{
if (Empty())
{
return NULL;
}
SG_DList* item = m_flink;
m_flink = item->m_flink;
m_flink->m_blink = this;
item->m_flink = item->m_blink = item;
return item;
}
void Delink() // Remove from the middle
{
if (!Empty())
{
m_blink->m_flink = m_flink;
m_flink->m_blink = m_blink;
m_flink = m_blink = this;
}
}
inline SG_DList *Peek() // Look at front without removing
{
return m_flink;
}
inline SG_DList *Self()
{
return this;
}
};
#endif //__SG_DLIST

@ -39,19 +39,20 @@ SG_IObject::
SG_IObject( SG_IObject(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
): ):
SG_QList(),
m_SGclientObject(clientobj), m_SGclientObject(clientobj),
m_SGclientInfo(clientinfo), m_SGclientInfo(clientinfo)
m_callbacks(callbacks)
{ {
//nothing to do m_callbacks = callbacks;
} }
SG_IObject:: SG_IObject::
SG_IObject( SG_IObject(
const SG_IObject &other const SG_IObject &other
) : ) :
SG_QList(),
m_SGclientObject(other.m_SGclientObject), m_SGclientObject(other.m_SGclientObject),
m_SGclientInfo(other.m_SGclientInfo), m_SGclientInfo(other.m_SGclientInfo),
m_callbacks(other.m_callbacks) m_callbacks(other.m_callbacks)
@ -74,92 +75,17 @@ RemoveAllControllers(
m_SGcontrollers.clear(); m_SGcontrollers.clear();
} }
/// Needed for replication void SG_IObject::SetControllerTime(double time)
SGControllerList& {
SG_IObject::
GetSGControllerList(
){
return m_SGcontrollers;
}
void*
SG_IObject::
GetSGClientObject(
){
return m_SGclientObject;
}
const
void*
SG_IObject::
GetSGClientObject(
) const {
return m_SGclientObject;
}
void
SG_IObject::
SetSGClientObject(
void* clientObject
){
m_SGclientObject = clientObject;
}
bool
SG_IObject::
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
SG_IObject::
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
SG_IObject::
ActivateUpdateTransformCallback(
){
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
void
SG_IObject::
SetControllerTime(
double time
){
SGControllerList::iterator contit; SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit) for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{ {
(*contit)->SetSimulatedTime(time); (*contit)->SetSimulatedTime(time);
} }
} }
/// Needed for replication
SG_IObject:: SG_IObject::
~SG_IObject() ~SG_IObject()

@ -29,6 +29,7 @@
#ifndef __SG_IOBJECT #ifndef __SG_IOBJECT
#define __SG_IOBJECT #define __SG_IOBJECT
#include "SG_QList.h"
#include <vector> #include <vector>
// used for debugging: stage of the game engine main loop at which a Scenegraph modification is done // used for debugging: stage of the game engine main loop at which a Scenegraph modification is done
@ -84,6 +85,18 @@ typedef void (*SG_UpdateTransformCallback)(
void* clientinfo 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. * SG_Callbacks hold 2 call backs to the outside world.
@ -106,30 +119,38 @@ struct SG_Callbacks
): ):
m_replicafunc(NULL), m_replicafunc(NULL),
m_destructionfunc(NULL), m_destructionfunc(NULL),
m_updatefunc(NULL) m_updatefunc(NULL),
m_schedulefunc(NULL),
m_reschedulefunc(NULL)
{ {
}; };
SG_Callbacks( SG_Callbacks(
SG_ReplicationNewCallback repfunc, SG_ReplicationNewCallback repfunc,
SG_DestructionNewCallback destructfunc, SG_DestructionNewCallback destructfunc,
SG_UpdateTransformCallback updatefunc SG_UpdateTransformCallback updatefunc,
SG_ScheduleUpdateCallback schedulefunc,
SG_RescheduleUpdateCallback reschedulefunc
): ):
m_replicafunc(repfunc), m_replicafunc(repfunc),
m_destructionfunc(destructfunc), m_destructionfunc(destructfunc),
m_updatefunc(updatefunc) m_updatefunc(updatefunc),
m_schedulefunc(schedulefunc),
m_reschedulefunc(reschedulefunc)
{ {
}; };
SG_ReplicationNewCallback m_replicafunc; SG_ReplicationNewCallback m_replicafunc;
SG_DestructionNewCallback m_destructionfunc; SG_DestructionNewCallback m_destructionfunc;
SG_UpdateTransformCallback m_updatefunc; SG_UpdateTransformCallback m_updatefunc;
SG_ScheduleUpdateCallback m_schedulefunc;
SG_RescheduleUpdateCallback m_reschedulefunc;
}; };
/** /**
base object that can be part of the scenegraph. base object that can be part of the scenegraph.
*/ */
class SG_IObject class SG_IObject : public SG_QList
{ {
private : private :
@ -177,9 +198,10 @@ public:
* using STL? * using STL?
*/ */
SGControllerList& SGControllerList& GetSGControllerList()
GetSGControllerList( {
); return m_SGcontrollers;
}
/** /**
@ -192,16 +214,16 @@ public:
* This may be NULL. * This may be NULL.
*/ */
void* inline const void* GetSGClientObject() const
GetSGClientObject( {
); return m_SGclientObject;
}
const inline void* GetSGClientObject()
void* {
GetSGClientObject( return m_SGclientObject;
) const ; }
/** /**
* Set the client object for this node. This is just a * Set the client object for this node. This is just a
* pointer to an object allocated that should exist for * pointer to an object allocated that should exist for
@ -209,10 +231,10 @@ public:
* this function is called again. * this function is called again.
*/ */
void void SetSGClientObject(void* clientObject)
SetSGClientObject( {
void* clientObject m_SGclientObject = clientObject;
); }
/** /**
* Set the current simulation time for this node. * Set the current simulation time for this node.
@ -220,10 +242,7 @@ public:
* the nodes list of controllers and calls their SetSimulatedTime methods * the nodes list of controllers and calls their SetSimulatedTime methods
*/ */
void void SetControllerTime(double time);
SetControllerTime(
double time
);
virtual virtual
void void
@ -235,20 +254,76 @@ protected :
bool bool
ActivateReplicationCallback( ActivateReplicationCallback(
SG_IObject *replica 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 void
ActivateDestructionCallback( 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 void
ActivateUpdateTransformCallback( 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( SG_IObject(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
); );
SG_IObject( SG_IObject(

@ -40,7 +40,7 @@ using namespace std;
SG_Node::SG_Node( SG_Node::SG_Node(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
) )
: SG_Spatial(clientobj,clientinfo,callbacks), : SG_Spatial(clientobj,clientinfo,callbacks),
@ -141,22 +141,6 @@ Destruct()
ActivateDestructionCallback(); ActivateDestructionCallback();
} }
SG_Node*
SG_Node::
GetSGParent(
) const {
return m_SGparent;
}
void
SG_Node::
SetSGParent(
SG_Node* parent
){
m_SGparent = parent;
}
const const
SG_Node* SG_Node*
SG_Node:: SG_Node::
@ -165,28 +149,6 @@ GetRootSGParent(
return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this); return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
} }
bool
SG_Node::
IsVertexParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsVertexRelation();
}
return false;
}
bool
SG_Node::
IsSlowParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsSlowRelation();
}
return false;
}
void void
SG_Node:: SG_Node::
DisconnectFromParent( DisconnectFromParent(
@ -199,8 +161,6 @@ DisconnectFromParent(
} }
void SG_Node::AddChild(SG_Node* child) void SG_Node::AddChild(SG_Node* child)
{ {
m_children.push_back(child); m_children.push_back(child);
@ -228,6 +188,9 @@ void SG_Node::UpdateWorldData(double time, bool parentUpdated)
// to update the // to update the
ActivateUpdateTransformCallback(); ActivateUpdateTransformCallback();
// The node is updated, remove it from the update list
Delink();
// update children's worlddata // update children's worlddata
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it) for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{ {
@ -236,24 +199,6 @@ void SG_Node::UpdateWorldData(double time, bool parentUpdated)
} }
NodeList& SG_Node::GetSGChildren()
{
return this->m_children;
}
const NodeList& SG_Node::GetSGChildren() const
{
return this->m_children;
}
void SG_Node::ClearSGChildren()
{
m_children.clear();
}
void SG_Node::SetSimulatedTime(double time,bool recurse) void SG_Node::SetSimulatedTime(double time,bool recurse)
{ {

@ -44,7 +44,7 @@ public:
SG_Node( SG_Node(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
); );
SG_Node( SG_Node(
@ -85,45 +85,47 @@ public:
* @return a reference to the list of children of this node. * @return a reference to the list of children of this node.
*/ */
NodeList& NodeList& GetSGChildren()
GetSGChildren( {
); return this->m_children;
}
/** /**
* Get the current list of children. * Get the current list of children.
* @return a const reference to the current list of children of this node. * @return a const reference to the current list of children of this node.
*/ */
const const NodeList& GetSGChildren() const
NodeList& {
GetSGChildren( return this->m_children;
) const; }
/** /**
* Clear the list of children associated with this node * Clear the list of children associated with this node
*/ */
void void ClearSGChildren()
ClearSGChildren( {
); m_children.clear();
}
/** /**
* return the parent of this node if it exists. * return the parent of this node if it exists.
*/ */
SG_Node* SG_Node* GetSGParent() const
GetSGParent( {
) const ; return m_SGparent;
}
/** /**
* Set the parent of this node. * Set the parent of this node.
*/ */
void void SetSGParent(SG_Node* parent)
SetSGParent( {
SG_Node* parent m_SGparent = parent;
); }
/** /**
* Return the top node in this node's Scene graph hierarchy * Return the top node in this node's Scene graph hierarchy
@ -142,31 +144,34 @@ public:
DisconnectFromParent( DisconnectFromParent(
); );
/**
* Tell this node to treat it's parent as a vertex parent.
*/
void
SetVertexParent(
bool isvertexparent
) ;
/** /**
* Return vertex parent status. * Return vertex parent status.
*/ */
bool IsVertexParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsVertexRelation();
}
return false;
}
bool
IsVertexParent(
) ;
/** /**
* Return slow parent status. * Return slow parent status.
*/ */
bool bool IsSlowParent()
IsSlowParent( {
) ; if (m_parent_relation)
{
return m_parent_relation->IsSlowRelation();
}
return false;
}
/** /**
* Update the spatial data of this node. Iterate through * Update the spatial data of this node. Iterate through
@ -190,6 +195,42 @@ public:
bool recurse bool recurse
); );
/**
* Schedule this node for update by placing it in head queue
*/
bool Schedule(SG_QList& head)
{
// Put top parent in front of list to make sure they are updated before their
// children => the children will be udpated and removed from the list before
// we get to them, should they be in the list too.
return (m_SGparent)?head.AddBack(this):head.AddFront(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextScheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.Remove());
}
/**
* Make this node ready for schedule on next update. This is needed for nodes
* that must always be updated (slow parent, bone parent)
*/
bool Reschedule(SG_QList& head)
{
return head.QAddBack(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextRescheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.QRemove());
}
/** /**
* Node replication functions. * Node replication functions.
*/ */

@ -0,0 +1,144 @@
/**
* $Id$
*
* ***** 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_QLIST
#define __SG_QLIST
#include "SG_DList.h"
/**
* Double-Double circular linked list
* For storing an object is two lists simultaneously
*/
class SG_QList : public SG_DList
{
protected :
SG_QList* m_fqlink;
SG_QList* m_bqlink;
public:
template<typename T> class iterator
{
private:
SG_QList& m_head;
T* m_current;
public:
typedef iterator<T> _myT;
iterator(SG_QList& head) : m_head(head), m_current(NULL) {}
~iterator() {}
void begin()
{
m_current = (T*)m_head.QPeek();
if (m_current == (T*)m_head.Self())
{
m_current = NULL;
}
}
bool end()
{
return (NULL == m_current);
}
T* operator*()
{
return m_current;
}
_myT& operator++()
{
assert(m_current);
m_current = (T*)m_current->QPeek();
if (m_current == (T*)m_head.Self())
{
m_current = NULL;
}
return *this;
}
};
SG_QList() : SG_DList()
{
m_fqlink = m_bqlink = this;
}
virtual ~SG_QList()
{
QDelink();
}
inline bool QEmpty() // Check for empty queue
{
return ( m_fqlink == this );
}
bool QAddBack( SG_QList *item ) // Add to the back
{
if (!item->QEmpty())
return false;
item->m_bqlink = m_bqlink;
item->m_fqlink = this;
m_bqlink->m_fqlink = item;
m_bqlink = item;
return true;
}
bool QAddFront( SG_QList *item ) // Add to the back
{
if (!item->Empty())
return false;
item->m_fqlink = m_fqlink;
item->m_bqlink = this;
m_fqlink->m_bqlink = item;
m_fqlink = item;
return true;
}
SG_QList *QRemove() // Remove from the front
{
if (QEmpty())
{
return NULL;
}
SG_QList* item = m_fqlink;
m_fqlink = item->m_fqlink;
m_fqlink->m_bqlink = this;
item->m_fqlink = item->m_bqlink = item;
return item;
}
void QDelink() // Remove from the middle
{
if (!QEmpty())
{
m_bqlink->m_fqlink = m_fqlink;
m_fqlink->m_bqlink = m_bqlink;
m_fqlink = m_bqlink = this;
}
}
inline SG_QList *QPeek() // Look at front without removing
{
return m_fqlink;
}
};
#endif //__SG_QLIST

@ -40,7 +40,7 @@ SG_Spatial::
SG_Spatial( SG_Spatial(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
): ):
SG_IObject(clientobj,clientinfo,callbacks), SG_IObject(clientobj,clientinfo,callbacks),
@ -56,8 +56,9 @@ SG_Spatial(
m_bbox(MT_Point3(-1.0, -1.0, -1.0), MT_Point3(1.0, 1.0, 1.0)), m_bbox(MT_Point3(-1.0, -1.0, -1.0), MT_Point3(1.0, 1.0, 1.0)),
m_radius(1.0), m_radius(1.0),
m_modified(true) m_modified(false)
{ {
SetModified();
} }
SG_Spatial:: SG_Spatial::
@ -88,13 +89,6 @@ SG_Spatial::
delete (m_parent_relation); delete (m_parent_relation);
} }
SG_ParentRelation *
SG_Spatial::
GetParentRelation(
){
return m_parent_relation;
}
void void
SG_Spatial:: SG_Spatial::
SetParentRelation( SetParentRelation(
@ -102,7 +96,7 @@ SetParentRelation(
){ ){
delete (m_parent_relation); delete (m_parent_relation);
m_parent_relation = relation; m_parent_relation = relation;
m_modified = true; SetModified();
} }
@ -143,11 +137,6 @@ UpdateSpatialData(
return bComputesWorldTransform; return bComputesWorldTransform;
} }
bool SG_Spatial::ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated)
{
return m_parent_relation->UpdateChildCoordinates(this,parent,parentUpdated);
}
/** /**
* Position and translation methods * Position and translation methods
*/ */
@ -169,56 +158,14 @@ RelativeTranslate(
m_localPosition += trans; m_localPosition += trans;
} }
} }
m_modified = true; SetModified();
} }
void
SG_Spatial::
SetLocalPosition(
const MT_Point3& trans
){
m_localPosition = trans;
m_modified = true;
}
void
SG_Spatial::
SetWorldPosition(
const MT_Point3& trans
) {
m_worldPosition = trans;
}
/** /**
* Scaling methods. * Scaling methods.
*/ */
void
SG_Spatial::
RelativeScale(
const MT_Vector3& scale
){
m_localScaling = m_localScaling * scale;
m_modified = true;
}
void
SG_Spatial::
SetLocalScale(
const MT_Vector3& scale
){
m_localScaling = scale;
m_modified = true;
}
void
SG_Spatial::
SetWorldScale(
const MT_Vector3& scale
){
m_worldScaling = scale;
}
/** /**
* Orientation and rotation methods. * Orientation and rotation methods.
@ -236,93 +183,11 @@ RelativeRotate(
rot rot
: :
(GetWorldOrientation().inverse() * rot * GetWorldOrientation())); (GetWorldOrientation().inverse() * rot * GetWorldOrientation()));
m_modified = true; SetModified();
}
void
SG_Spatial::
SetLocalOrientation(const MT_Matrix3x3& rot)
{
m_localRotation = rot;
m_modified = true;
} }
void
SG_Spatial::
SetWorldOrientation(
const MT_Matrix3x3& rot
) {
m_worldRotation = rot;
}
const
MT_Point3&
SG_Spatial::
GetLocalPosition(
) const {
return m_localPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetLocalOrientation(
) const {
return m_localRotation;
}
const
MT_Vector3&
SG_Spatial::
GetLocalScale(
) const{
return m_localScaling;
}
const
MT_Point3&
SG_Spatial::
GetWorldPosition(
) const {
return m_worldPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetWorldOrientation(
) const {
return m_worldRotation;
}
const
MT_Vector3&
SG_Spatial::
GetWorldScaling(
) const {
return m_worldScaling;
}
void SG_Spatial::SetWorldFromLocalTransform()
{
m_worldPosition= m_localPosition;
m_worldScaling= m_localScaling;
m_worldRotation= m_localRotation;
}
SG_BBox& SG_Spatial::BBox()
{
return m_bbox;
}
void SG_Spatial::SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
MT_Transform SG_Spatial::GetWorldTransform() const MT_Transform SG_Spatial::GetWorldTransform() const
{ {
return MT_Transform(m_worldPosition, return MT_Transform(m_worldPosition,

@ -35,6 +35,7 @@
#include <MT_Matrix3x3.h> // or Quaternion later ? #include <MT_Matrix3x3.h> // or Quaternion later ?
#include "SG_IObject.h" #include "SG_IObject.h"
#include "SG_BBox.h" #include "SG_BBox.h"
#include "SG_ParentRelation.h"
class SG_Node; class SG_Node;
@ -65,6 +66,16 @@ protected:
public: public:
inline void ClearModified()
{
m_modified = false;
}
inline void SetModified()
{
m_modified = true;
ActivateScheduleUpdateCallback();
}
/** /**
* Define the realtionship this node has with it's parent * Define the realtionship this node has with it's parent
* node. You should pass an unshared instance of an SG_ParentRelation * node. You should pass an unshared instance of an SG_ParentRelation
@ -84,9 +95,12 @@ public:
SG_ParentRelation *relation SG_ParentRelation *relation
); );
SG_ParentRelation * SG_ParentRelation * GetParentRelation()
GetParentRelation( {
); return m_parent_relation;
}
/** /**
@ -105,15 +119,17 @@ public:
bool local bool local
); );
void void SetLocalPosition(const MT_Point3& trans)
SetLocalPosition( {
const MT_Point3& trans m_localPosition = trans;
); SetModified();
}
void SetWorldPosition(const MT_Point3& trans)
{
m_worldPosition = trans;
}
void
SetWorldPosition(
const MT_Point3& trans
);
void void
RelativeRotate( RelativeRotate(
@ -121,72 +137,95 @@ public:
bool local bool local
); );
void void SetLocalOrientation(const MT_Matrix3x3& rot)
SetLocalOrientation( {
const MT_Matrix3x3& rot m_localRotation = rot;
); SetModified();
}
void void SetWorldOrientation(const MT_Matrix3x3& rot)
SetWorldOrientation( {
const MT_Matrix3x3& rot m_worldRotation = rot;
); }
void void RelativeScale(const MT_Vector3& scale)
RelativeScale( {
const MT_Vector3& scale m_localScaling = m_localScaling * scale;
); SetModified();
}
void void SetLocalScale(const MT_Vector3& scale)
SetLocalScale( {
const MT_Vector3& scale m_localScaling = scale;
); SetModified();
}
void void SetWorldScale(const MT_Vector3& scale)
SetWorldScale( {
const MT_Vector3& scale m_worldScaling = scale;
); }
const const MT_Point3& GetLocalPosition() const
MT_Point3& {
GetLocalPosition( return m_localPosition;
) const ; }
const const MT_Matrix3x3& GetLocalOrientation() const
MT_Matrix3x3& {
GetLocalOrientation( return m_localRotation;
) const ; }
const const MT_Vector3& GetLocalScale() const
MT_Vector3& {
GetLocalScale( return m_localScaling;
) const; }
const const MT_Point3& GetWorldPosition() const
MT_Point3& {
GetWorldPosition( return m_worldPosition;
) const ; }
const const MT_Matrix3x3& GetWorldOrientation() const
MT_Matrix3x3& {
GetWorldOrientation( return m_worldRotation;
) const ; }
const MT_Vector3& GetWorldScaling() const
{
return m_worldScaling;
}
void SetWorldFromLocalTransform()
{
m_worldPosition= m_localPosition;
m_worldScaling= m_localScaling;
m_worldRotation= m_localRotation;
}
const
MT_Vector3&
GetWorldScaling(
) const ;
void SetWorldFromLocalTransform();
MT_Transform GetWorldTransform() const; MT_Transform GetWorldTransform() const;
bool ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated); bool ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated)
{
return m_parent_relation->UpdateChildCoordinates(this,parent,parentUpdated);
}
/** /**
* Bounding box functions. * Bounding box functions.
*/ */
SG_BBox& BBox(); SG_BBox& BBox()
void SetBBox(SG_BBox & bbox); {
return m_bbox;
}
void SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
bool inside(const MT_Point3 &point) const; bool inside(const MT_Point3 &point) const;
void getBBox(MT_Point3 *box) const; void getBBox(MT_Point3 *box) const;
void getAABBox(MT_Point3 *box) const; void getAABBox(MT_Point3 *box) const;
@ -210,7 +249,7 @@ protected:
SG_Spatial( SG_Spatial(
void* clientobj, void* clientobj,
void* clientinfo, void* clientinfo,
SG_Callbacks callbacks SG_Callbacks& callbacks
); );
SG_Spatial( SG_Spatial(
@ -231,7 +270,6 @@ protected:
double time, double time,
bool& parentUpdated bool& parentUpdated
); );
void SetModified(bool modified) { m_modified = modified; }
}; };