blender/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
Benoit Bolsee 3abb8e8e68 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.
2009-05-03 22:29:00 +00:00

299 lines
6.4 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 *****
*/
#include "KX_SG_NodeRelationships.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/**
* Implementation of classes defined in KX_SG_NodeRelationships.h
*/
/**
* first of all KX_NormalParentRelation
*/
KX_NormalParentRelation *
KX_NormalParentRelation::
New(
) {
return new KX_NormalParentRelation();
}
bool
KX_NormalParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
){
MT_assert(child != NULL);
if (!parentUpdated && !child->IsModified())
return false;
parentUpdated = true;
if (parent==NULL) { /* Simple case */
child->SetWorldFromLocalTransform();
child->ClearModified();
return true; //false;
}
else {
// the childs world locations which we will update.
const MT_Vector3 & p_world_scale = parent->GetWorldScaling();
const MT_Point3 & p_world_pos = parent->GetWorldPosition();
const MT_Matrix3x3 & p_world_rotation = parent->GetWorldOrientation();
child->SetWorldScale(p_world_scale * child->GetLocalScale());
child->SetWorldOrientation(p_world_rotation * child->GetLocalOrientation());
child->SetWorldPosition(p_world_pos + p_world_scale * (p_world_rotation * child->GetLocalPosition()));
child->ClearModified();
return true;
}
}
SG_ParentRelation *
KX_NormalParentRelation::
NewCopy(
){
return new KX_NormalParentRelation();
}
KX_NormalParentRelation::
~KX_NormalParentRelation(
){
//nothing to do
}
KX_NormalParentRelation::
KX_NormalParentRelation(
){
// nothing to do
}
/**
* Next KX_VertexParentRelation
*/
KX_VertexParentRelation *
KX_VertexParentRelation::
New(
){
return new KX_VertexParentRelation();
}
/**
* Method inherited from KX_ParentRelation
*/
bool
KX_VertexParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
){
MT_assert(child != NULL);
if (!parentUpdated && !child->IsModified())
return false;
child->SetWorldScale(child->GetLocalScale());
if (parent)
child->SetWorldPosition(child->GetLocalPosition()+parent->GetWorldPosition());
else
child->SetWorldPosition(child->GetLocalPosition());
child->SetWorldOrientation(child->GetLocalOrientation());
child->ClearModified();
return true; //parent != NULL;
}
/**
* Method inherited from KX_ParentRelation
*/
SG_ParentRelation *
KX_VertexParentRelation::
NewCopy(
){
return new KX_VertexParentRelation();
};
KX_VertexParentRelation::
~KX_VertexParentRelation(
){
//nothing to do
}
KX_VertexParentRelation::
KX_VertexParentRelation(
){
//nothing to do
}
/**
* Slow parent relationship
*/
KX_SlowParentRelation *
KX_SlowParentRelation::
New(
MT_Scalar relaxation
){
return new KX_SlowParentRelation(relaxation);
}
/**
* Method inherited from KX_ParentRelation
*/
bool
KX_SlowParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
){
MT_assert(child != NULL);
// the child will move even if the parent is not
parentUpdated = true;
const MT_Vector3 & child_scale = child->GetLocalScale();
const MT_Point3 & child_pos = child->GetLocalPosition();
const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
// the childs world locations which we will update.
MT_Vector3 child_w_scale;
MT_Point3 child_w_pos;
MT_Matrix3x3 child_w_rotation;
if (parent) {
// This is a slow parent relation
// first compute the normal child world coordinates.
MT_Vector3 child_n_scale;
MT_Point3 child_n_pos;
MT_Matrix3x3 child_n_rotation;
const MT_Vector3 & p_world_scale = parent->GetWorldScaling();
const MT_Point3 & p_world_pos = parent->GetWorldPosition();
const MT_Matrix3x3 & p_world_rotation = parent->GetWorldOrientation();
child_n_scale = p_world_scale * child_scale;
child_n_rotation = p_world_rotation * child_rotation;
child_n_pos = p_world_pos + p_world_scale *
(p_world_rotation * child_pos);
if (m_initialized) {
// get the current world positions
child_w_scale = child->GetWorldScaling();
child_w_pos = child->GetWorldPosition();
child_w_rotation = child->GetWorldOrientation();
// now 'interpolate' the normal coordinates with the last
// world coordinates to get the new world coordinates.
MT_Scalar weight = MT_Scalar(1)/(m_relax + 1);
child_w_scale = (m_relax * child_w_scale + child_n_scale) * weight;
child_w_pos = (m_relax * child_w_pos + child_n_pos) * weight;
// for rotation we must go through quaternion
MT_Quaternion child_w_quat = child_w_rotation.getRotation().slerp(child_n_rotation.getRotation(), weight);
child_w_rotation.setRotation(child_w_quat);
//FIXME: update physics controller.
} else {
child_w_scale = child_n_scale;
child_w_pos = child_n_pos;
child_w_rotation = child_n_rotation;
m_initialized = true;
}
} else {
child_w_scale = child_scale;
child_w_pos = child_pos;
child_w_rotation = child_rotation;
}
child->SetWorldScale(child_w_scale);
child->SetWorldPosition(child_w_pos);
child->SetWorldOrientation(child_w_rotation);
child->ClearModified();
// this node must always be updated, so reschedule it for next time
child->ActivateRecheduleUpdateCallback();
return true; //parent != NULL;
}
/**
* Method inherited from KX_ParentRelation
*/
SG_ParentRelation *
KX_SlowParentRelation::
NewCopy(
){
return new KX_SlowParentRelation(m_relax);
}
KX_SlowParentRelation::
KX_SlowParentRelation(
MT_Scalar relaxation
):
m_relax(relaxation),
m_initialized(false)
{
//nothing to do
}
KX_SlowParentRelation::
~KX_SlowParentRelation(
){
//nothing to do
}