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.
267 lines
4.8 KiB
C++
267 lines
4.8 KiB
C++
/**
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* $Id$
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*
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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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#ifndef __SG_NODE_H
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#define __SG_NODE_H
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#include "SG_Spatial.h"
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#include <vector>
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typedef std::vector<SG_Node*> NodeList;
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/**
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* Scenegraph node.
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*/
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class SG_Node : public SG_Spatial
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{
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public:
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SG_Node(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks& callbacks
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);
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SG_Node(
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const SG_Node & other
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);
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virtual ~SG_Node();
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/**
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* Add a child to this object. This also informs the child of
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* it's parent.
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* This just stores a pointer to the child and does not
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* make a deep copy.
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*/
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void
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AddChild(
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SG_Node* child
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);
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/**
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* Remove a child node from this object. This just removes the child
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* pointer from the list of children - it does not destroy the child.
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* This does not inform the child that this node is no longer it's parent.
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* If the node was not a child of this object no action is performed.
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*/
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void
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RemoveChild(
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SG_Node* child
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);
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/**
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* Get the current list of children. Do not use this interface for
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* adding or removing children please use the methods of this class for
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* that.
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* @return a reference to the list of children of this node.
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*/
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NodeList& GetSGChildren()
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{
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return this->m_children;
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}
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/**
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* Get the current list of children.
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* @return a const reference to the current list of children of this node.
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*/
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const NodeList& GetSGChildren() const
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{
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return this->m_children;
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}
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/**
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* Clear the list of children associated with this node
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*/
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void ClearSGChildren()
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{
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m_children.clear();
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}
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/**
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* return the parent of this node if it exists.
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*/
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SG_Node* GetSGParent() const
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{
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return m_SGparent;
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}
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/**
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* Set the parent of this node.
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*/
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void SetSGParent(SG_Node* parent)
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{
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m_SGparent = parent;
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}
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/**
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* Return the top node in this node's Scene graph hierarchy
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*/
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const
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SG_Node*
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GetRootSGParent(
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) const;
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/**
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* Disconnect this node from it's parent
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*/
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void
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DisconnectFromParent(
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);
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/**
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* Return vertex parent status.
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*/
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bool IsVertexParent()
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{
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if (m_parent_relation)
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{
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return m_parent_relation->IsVertexRelation();
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}
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return false;
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}
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/**
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* Return slow parent status.
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*/
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bool IsSlowParent()
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{
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if (m_parent_relation)
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{
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return m_parent_relation->IsSlowRelation();
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}
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return false;
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}
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/**
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* Update the spatial data of this node. Iterate through
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* the children of this node and update their world data.
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*/
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void
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UpdateWorldData(
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double time,
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bool parentUpdated=false
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);
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/**
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* Update the simulation time of this node. Iterate through
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* the children nodes and update their simulated time.
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*/
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void
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SetSimulatedTime(
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double time,
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bool recurse
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);
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/**
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* Schedule this node for update by placing it in head queue
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*/
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bool Schedule(SG_QList& head)
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{
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// Put top parent in front of list to make sure they are updated before their
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// children => the children will be udpated and removed from the list before
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// we get to them, should they be in the list too.
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return (m_SGparent)?head.AddBack(this):head.AddFront(this);
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}
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/**
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* Used during Scenegraph update
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*/
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static SG_Node* GetNextScheduled(SG_QList& head)
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{
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return static_cast<SG_Node*>(head.Remove());
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}
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/**
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* Make this node ready for schedule on next update. This is needed for nodes
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* that must always be updated (slow parent, bone parent)
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*/
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bool Reschedule(SG_QList& head)
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{
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return head.QAddBack(this);
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}
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/**
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* Used during Scenegraph update
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*/
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static SG_Node* GetNextRescheduled(SG_QList& head)
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{
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return static_cast<SG_Node*>(head.QRemove());
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}
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/**
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* Node replication functions.
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*/
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SG_Node*
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GetSGReplica(
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);
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void
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Destruct(
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);
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private:
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void
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ProcessSGReplica(
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SG_Node** replica
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);
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/**
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* The list of children of this node.
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*/
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NodeList m_children;
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/**
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* The parent of this node may be NULL
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*/
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SG_Node* m_SGparent;
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};
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#endif //__SG_NODE_H
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