blender/source/gameengine/Ketsji/KX_NearSensor.cpp
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

341 lines
9.0 KiB
C++

/**
* Sense if other objects are near
*
* $Id$
*
* ***** 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_NearSensor.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_TouchEventManager.h"
#include "KX_Scene.h" // needed to create a replica
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
KX_GameObject* gameobj,
float margin,
float resetmargin,
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene,
PHY_IPhysicsController* ctrl,
PyTypeObject* T)
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
false,
touchedpropname,
/* scene, */
T),
m_Margin(margin),
m_ResetMargin(resetmargin)
{
gameobj->getClientInfo()->m_sensors.remove(this);
m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
m_client_info->m_sensors.push_back(this);
//DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
m_physCtrl = ctrl;
if (m_physCtrl)
{
m_physCtrl->SetMargin(m_Margin);
m_physCtrl->setNewClientInfo(m_client_info);
}
SynchronizeTransform();
}
void KX_NearSensor::SynchronizeTransform()
{
// The near and radar sensors are using a different physical object which is
// not linked to the parent object, must synchronize it.
if (m_physCtrl)
{
KX_GameObject* parent = ((KX_GameObject*)GetParent());
MT_Vector3 pos = parent->NodeGetWorldPosition();
MT_Quaternion orn = parent->NodeGetWorldOrientation().getRotation();
m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
m_physCtrl->calcXform();
}
}
void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
}
}
void KX_NearSensor::UnregisterSumo(KX_TouchEventManager* touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
}
}
CValue* KX_NearSensor::GetReplica()
{
KX_NearSensor* replica = new KX_NearSensor(*this);
replica->m_colliders = new CListValue();
replica->Init();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::NEAR);
if (replica->m_physCtrl)
{
replica->m_physCtrl = replica->m_physCtrl->GetReplica();
if (replica->m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl);
replica->m_physCtrl->SetMargin(m_Margin);
replica->m_physCtrl->setNewClientInfo(replica->m_client_info);
}
}
//Wrong: the parent object could be a child, this code works only if it is a root parent.
//Anyway, at this stage, the parent object is already synchronized, nothing to do.
//bool parentUpdated = false;
//((KX_GameObject*)replica->GetParent())->GetSGNode()->ComputeWorldTransforms(NULL, parentUpdated);
replica->SynchronizeTransform();
return replica;
}
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
m_client_info->m_sensors.push_back(this);
/* KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
client_info->m_gameobject = gameobj;
client_info->m_auxilary_info = NULL;
client_info->m_sensors.push_back(this);
SCA_ISensor::ReParent(parent);
*/
//Not needed, was done in GetReplica() already
//bool parentUpdated = false;
//((KX_GameObject*)GetParent())->GetSGNode()->ComputeWorldTransforms(NULL,parentUpdated);
//SynchronizeTransform();
SCA_ISensor::ReParent(parent);
}
KX_NearSensor::~KX_NearSensor()
{
// for nearsensor, the sensor is the 'owner' of sumoobj
// for touchsensor, it's the parent
if (m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
delete m_physCtrl;
m_physCtrl = NULL;
}
if (m_client_info)
delete m_client_info;
}
bool KX_NearSensor::Evaluate(CValue* event)
{
bool result = false;
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
if (m_bTriggered != m_bLastTriggered)
{
m_bLastTriggered = m_bTriggered;
if (m_bTriggered)
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_ResetMargin);
}
} else
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_Margin);
}
}
result = true;
}
return result;
}
// this function is called at broad phase stage to check if the two controller
// need to interact at all. It is used for Near/Radar sensor that don't need to
// check collision with object not included in filter
bool KX_NearSensor::BroadPhaseFilterCollision(void*obj1,void*obj2)
{
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
assert(obj1==m_physCtrl && obj2);
KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>((static_cast<PHY_IPhysicsController*>(obj2))->getNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
if (gameobj && (gameobj != parent))
{
// only take valid colliders
if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
{
if ((m_touchedpropname.Length() == 0) ||
(gameobj->GetProperty(m_touchedpropname)))
{
return true;
}
}
}
return false;
}
bool KX_NearSensor::NewHandleCollision(void* obj1,void* obj2,const PHY_CollData * coll_data)
{
// KX_TouchEventManager* toucheventmgr = static_cast<KX_TouchEventManager*>(m_eventmgr);
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
KX_ClientObjectInfo* client_info =static_cast<KX_ClientObjectInfo*> (obj1 == m_physCtrl?
((PHY_IPhysicsController*)obj2)->getNewClientInfo() :
((PHY_IPhysicsController*)obj1)->getNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
// Add the same check as in SCA_ISensor::Activate(),
// we don't want to record collision when the sensor is not active.
if (m_links && !m_suspended &&
gameobj /* done in BroadPhaseFilterCollision() && (gameobj != parent)*/)
{
if (!m_colliders->SearchValue(gameobj))
m_colliders->Add(gameobj->AddRef());
// only take valid colliders
// These checks are done already in BroadPhaseFilterCollision()
//if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
//{
// if ((m_touchedpropname.Length() == 0) ||
// (gameobj->GetProperty(m_touchedpropname)))
// {
m_bTriggered = true;
m_hitObject = gameobj;
// }
//}
}
return false; // was DT_CONTINUE; but this was defined in Sumo as false
}
/* ------------------------------------------------------------------------- */
/* Python Functions */
/* ------------------------------------------------------------------------- */
//No methods
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_NearSensor::Type = {
PyObject_HEAD_INIT(NULL)
0,
"KX_NearSensor",
sizeof(KX_NearSensor),
0,
PyDestructor,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_NearSensor::Parents[] = {
&KX_NearSensor::Type,
&KX_TouchSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_NearSensor::Methods[] = {
//No methods
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_NearSensor::Attributes[] = {
KX_PYATTRIBUTE_FLOAT_RW_CHECK("distance", 0, 100, KX_NearSensor, m_Margin, CheckResetDistance),
KX_PYATTRIBUTE_FLOAT_RW_CHECK("resetDistance", 0, 100, KX_NearSensor, m_ResetMargin, CheckResetDistance),
{NULL} //Sentinel
};
PyObject* KX_NearSensor::py_getattro(PyObject *attr)
{
py_getattro_up(KX_TouchSensor);
}
int KX_NearSensor::py_setattro(PyObject*attr, PyObject* value)
{
py_setattro_up(KX_TouchSensor);
}