forked from bartvdbraak/blender
3abb8e8e68
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.
156 lines
4.3 KiB
C++
156 lines
4.3 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <iostream>
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#include "KX_SG_BoneParentNodeRelationship.h"
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#include "MT_Matrix4x4.h"
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#include "BL_ArmatureObject.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/**
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* Implementation of classes defined in KX_SG_BoneParentNodeRelationship.h
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*/
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/**
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* first of all KX_SG_BoneParentRelation
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*/
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KX_BoneParentRelation *
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KX_BoneParentRelation::
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New(Bone* bone
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) {
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return new KX_BoneParentRelation(bone);
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}
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bool
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KX_BoneParentRelation::
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent,
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bool& parentUpdated
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){
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MT_assert(child != NULL);
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// This way of accessing child coordinates is a bit cumbersome
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// be nice to have non constant reference access to these values.
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const MT_Vector3 & child_scale = child->GetLocalScale();
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const MT_Point3 & child_pos = child->GetLocalPosition();
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const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
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// we don't know if the armature has been updated or not, assume yes
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parentUpdated = true;
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// the childs world locations which we will update.
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MT_Vector3 child_w_scale;
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MT_Point3 child_w_pos;
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MT_Matrix3x3 child_w_rotation;
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bool valid_parent_transform = false;
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if (parent)
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{
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BL_ArmatureObject *armature = (BL_ArmatureObject*)(parent->GetSGClientObject());
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if (armature)
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{
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MT_Matrix4x4 parent_matrix;
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if (armature->GetBoneMatrix(m_bone, parent_matrix))
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{
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// Get the child's transform, and the bone matrix.
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MT_Matrix4x4 child_transform (
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MT_Transform(child_pos + MT_Vector3(0.0, armature->GetBoneLength(m_bone), 0.0),
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child_rotation.scaled(
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child_scale[0],
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child_scale[1],
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child_scale[2])));
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// The child's world transform is parent * child
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parent_matrix = parent->GetWorldTransform() * parent_matrix;
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child_transform = parent_matrix * child_transform;
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// Recompute the child transform components from the transform.
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child_w_scale.setValue(
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MT_Vector3(child_transform[0][0], child_transform[0][1], child_transform[0][2]).length(),
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MT_Vector3(child_transform[1][0], child_transform[1][1], child_transform[1][2]).length(),
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MT_Vector3(child_transform[2][0], child_transform[2][1], child_transform[2][2]).length());
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child_w_rotation.setValue(child_transform[0][0], child_transform[0][1], child_transform[0][2],
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child_transform[1][0], child_transform[1][1], child_transform[1][2],
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child_transform[2][0], child_transform[2][1], child_transform[2][2]);
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child_w_rotation.scale(1.0/child_w_scale[0], 1.0/child_w_scale[1], 1.0/child_w_scale[2]);
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child_w_pos = MT_Point3(child_transform[0][3], child_transform[1][3], child_transform[2][3]);
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valid_parent_transform = true;
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}
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}
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}
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if (valid_parent_transform)
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{
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child->SetWorldScale(child_w_scale);
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child->SetWorldPosition(child_w_pos);
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child->SetWorldOrientation(child_w_rotation);
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}
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else {
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child->SetWorldFromLocalTransform();
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}
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child->ClearModified();
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// this node must always be updated, so reschedule it for next time
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child->ActivateRecheduleUpdateCallback();
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return valid_parent_transform;
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}
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SG_ParentRelation *
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KX_BoneParentRelation::
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NewCopy(
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){
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KX_BoneParentRelation* bone_parent = new KX_BoneParentRelation(m_bone);
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return bone_parent;
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}
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KX_BoneParentRelation::
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~KX_BoneParentRelation(
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){
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//nothing to do
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}
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KX_BoneParentRelation::
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KX_BoneParentRelation(Bone* bone
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)
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: m_bone(bone)
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{
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// nothing to do
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}
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