forked from bartvdbraak/blender
386122ada6
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
/*
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* VectorValue.h: interface for the CVectorValue class.
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* $Id$
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* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies and
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* that both that copyright notice and this permission notice appear
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* in supporting documentation. Erwin Coumans makes no
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* representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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*/
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#if !defined _VECTORVALUE_H
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#define _VECTORVALUE_H
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#include "Value.h"
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#define KX_X 0
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#define KX_Y 1
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#define KX_Z 2
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class CVectorValue : public CPropValue
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{
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//PLUGIN_DECLARE_SERIAL(CVectorValue,CValue)
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public:
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//void Transform(rcMatrix4x4 mat);
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virtual void SetValue(CValue* newval);
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void SetVector(double newvec[]);
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void Configure(CValue* menuvalue);
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virtual double* GetVector3(bool bGetTransformedVec=false);
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virtual double GetNumber();
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CValue* Calc(VALUE_OPERATOR op, CValue *val) {
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return val->CalcFinal(VALUE_VECTOR_TYPE, op, this);
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}
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CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
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CVectorValue(double vec[],const char *name,AllocationTYPE alloctype=CValue::HEAPVALUE);
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CVectorValue() {};
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CVectorValue(double vec[],AllocationTYPE alloctype=CValue::HEAPVALUE);
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CVectorValue(float x,float y,float z, AllocationTYPE alloctype = CValue::HEAPVALUE);
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virtual ~CVectorValue();
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//virtual bool ExportT3D(File *txtfile,bool bNoName=false);
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void AddConfigurationData(CValue* menuvalue);
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virtual CValue* GetReplica();
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virtual const STR_String & GetText();
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/*
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void SnapPoint(float num,int snap)
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{
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if (num > 0) num += ((float)snap / 2);
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else num -= ((float)snap / 2);
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num = (long)(((long)(num / snap)) * snap);
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};
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void SnapPosition(const double snapvec[])
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{
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if (snapvec[KX_X] >= 1)
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SnapPoint(m_vec[KX_X],snapvec[KX_X]);
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if (snapvec[KX_Y] >= 1)
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SnapPoint(m_vec[KX_Y],snapvec[KX_Y]);
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if (snapvec[KX_Z] >= 1)
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SnapPoint(m_vec[KX_Z],snapvec[KX_Z]);
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}
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*/
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protected:
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double m_vec[3];
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double m_transformedvec[3];
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};
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#endif // !defined _VECTORVALUE_H
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