blender/source/gameengine/SceneGraph/SG_Node.h
Benoit Bolsee 51b4145841 BGE Scenegraph and View frustrum culling improvement.
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.
2009-04-07 22:14:06 +00:00

226 lines
3.7 KiB
C++

/**
* $Id$
*
* ***** 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_NODE_H
#define __SG_NODE_H
#include "SG_Spatial.h"
#include <vector>
typedef std::vector<SG_Node*> NodeList;
/**
* Scenegraph node.
*/
class SG_Node : public SG_Spatial
{
public:
SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
);
SG_Node(
const SG_Node & other
);
virtual ~SG_Node();
/**
* Add a child to this object. This also informs the child of
* it's parent.
* This just stores a pointer to the child and does not
* make a deep copy.
*/
void
AddChild(
SG_Node* child
);
/**
* Remove a child node from this object. This just removes the child
* pointer from the list of children - it does not destroy the child.
* This does not inform the child that this node is no longer it's parent.
* If the node was not a child of this object no action is performed.
*/
void
RemoveChild(
SG_Node* child
);
/**
* Get the current list of children. Do not use this interface for
* adding or removing children please use the methods of this class for
* that.
* @return a reference to the list of children of this node.
*/
NodeList&
GetSGChildren(
);
/**
* Get the current list of children.
* @return a const reference to the current list of children of this node.
*/
const
NodeList&
GetSGChildren(
) const;
/**
* Clear the list of children associated with this node
*/
void
ClearSGChildren(
);
/**
* return the parent of this node if it exists.
*/
SG_Node*
GetSGParent(
) const ;
/**
* Set the parent of this node.
*/
void
SetSGParent(
SG_Node* parent
);
/**
* Return the top node in this node's Scene graph hierarchy
*/
const
SG_Node*
GetRootSGParent(
) const;
/**
* Disconnect this node from it's parent
*/
void
DisconnectFromParent(
);
/**
* Tell this node to treat it's parent as a vertex parent.
*/
void
SetVertexParent(
bool isvertexparent
) ;
/**
* Return vertex parent status.
*/
bool
IsVertexParent(
) ;
/**
* Return slow parent status.
*/
bool
IsSlowParent(
) ;
/**
* Update the spatial data of this node. Iterate through
* the children of this node and update their world data.
*/
void
UpdateWorldData(
double time,
bool parentUpdated=false
);
/**
* Update the simulation time of this node. Iterate through
* the children nodes and update their simulated time.
*/
void
SetSimulatedTime(
double time,
bool recurse
);
/**
* Node replication functions.
*/
SG_Node*
GetSGReplica(
);
void
Destruct(
);
private:
void
ProcessSGReplica(
SG_Node** replica
);
/**
* The list of children of this node.
*/
NodeList m_children;
/**
* The parent of this node may be NULL
*/
SG_Node* m_SGparent;
};
#endif //__SG_NODE_H