blender/source/gameengine/Ketsji/KX_Scene.h
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
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
2009-05-10 20:53:58 +00:00

608 lines
15 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 *****
*/
#ifndef __KX_SCENE_H
#define __KX_SCENE_H
#include "KX_PhysicsEngineEnums.h"
#include <vector>
#include <set>
#include <list>
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "SG_IObject.h"
#include "SCA_IScene.h"
#include "MT_Transform.h"
#include "RAS_FramingManager.h"
#include "RAS_Rect.h"
#include "PyObjectPlus.h"
/**
* @section Forward declarations
*/
struct SM_MaterialProps;
struct SM_ShapeProps;
struct Scene;
class GEN_HashedPtr;
class CListValue;
class CValue;
class SCA_LogicManager;
class SCA_KeyboardManager;
class SCA_TimeEventManager;
class SCA_MouseManager;
class SCA_ISystem;
class SCA_IInputDevice;
class SND_Scene;
class SND_IAudioDevice;
class NG_NetworkDeviceInterface;
class NG_NetworkScene;
class SG_IObject;
class SG_Node;
class SG_Tree;
class KX_WorldInfo;
class KX_Camera;
class KX_GameObject;
class KX_LightObject;
class RAS_BucketManager;
class RAS_BucketManager;
class RAS_MaterialBucket;
class RAS_IPolyMaterial;
class RAS_IRasterizer;
class RAS_IRenderTools;
class SCA_JoystickManager;
class btCollisionShape;
class KX_BlenderSceneConverter;
struct KX_ClientObjectInfo;
/**
* The KX_Scene holds all data for an independent scene. It relates
* KX_Objects to the specific objects in the modules.
* */
class KX_Scene : public PyObjectPlus, public SCA_IScene
{
Py_Header;
struct CullingInfo {
int m_layer;
CullingInfo(int layer) : m_layer(layer) {}
};
protected:
RAS_BucketManager* m_bucketmanager;
CListValue* m_tempObjectList;
/**
* The list of objects which have been removed during the
* course of one frame. They are actually destroyed in
* LogicEndFrame() via a call to RemoveObject().
*/
CListValue* m_euthanasyobjects;
CListValue* m_objectlist;
CListValue* m_parentlist; // all 'root' parents
CListValue* m_lightlist;
CListValue* m_inactivelist; // all objects that are not in the active layer
SG_QList m_sghead; // list of nodes that needs scenegraph update
// the Dlist is not object that must be updated
// the Qlist is for objects that needs to be rescheduled
// for updates after udpate is over (slow parent, bone parent)
/**
* The tree of objects in the scene.
*/
SG_Tree* m_objecttree;
/**
* The set of cameras for this scene
*/
list<class KX_Camera*> m_cameras;
/**
* Various SCA managers used by the scene
*/
SCA_LogicManager* m_logicmgr;
SCA_KeyboardManager* m_keyboardmgr;
SCA_MouseManager* m_mousemgr;
SCA_TimeEventManager* m_timemgr;
// Scene converter where many scene entities are registered
// Used to deregister objects that are deleted
class KX_BlenderSceneConverter* m_sceneConverter;
/**
* physics engine abstraction
*/
//e_PhysicsEngine m_physicsEngine; //who needs this ?
class PHY_IPhysicsEnvironment* m_physicsEnvironment;
/**
* Does this scene clear the z-buffer?
*/
bool m_isclearingZbuffer;
/**
* The name of the scene
*/
STR_String m_sceneName;
/**
* stores the worldsettings for a scene
*/
KX_WorldInfo* m_worldinfo;
/**
* @section Different scenes, linked to ketsji scene
*/
/**
* Sound scenes
*/
SND_Scene* m_soundScene;
SND_IAudioDevice* m_adi;
/**
* Network scene.
*/
NG_NetworkDeviceInterface* m_networkDeviceInterface;
NG_NetworkScene* m_networkScene;
/**
* A temoprary variable used to parent objects together on
* replication. Don't get confused by the name it is not
* the scene's root node!
*/
SG_Node* m_rootnode;
/**
* The active camera for the scene
*/
KX_Camera* m_active_camera;
/** Desired canvas width set at design time. */
unsigned int m_canvasDesignWidth;
/** Desired canvas height set at design time. */
unsigned int m_canvasDesignHeight;
/**
* Another temporary variable outstaying its welcome
* used in AddReplicaObject to map game objects to their
* replicas so pointers can be updated.
*/
GEN_Map <GEN_HashedPtr, void*> m_map_gameobject_to_replica;
/**
* Another temporary variable outstaying its welcome
* used in AddReplicaObject to keep a record of all added
* objects. Logic can only be updated when all objects
* have been updated. This stores a list of the new objects.
*/
std::vector<KX_GameObject*> m_logicHierarchicalGameObjects;
/**
* This temporary variable will contain the list of
* object that can be added during group instantiation.
* objects outside this list will not be added (can
* happen with children that are outside the group).
* Used in AddReplicaObject. If the list is empty, it
* means don't care.
*/
std::set<CValue*> m_groupGameObjects;
/**
* Pointer to system variable passed in in constructor
* only used in constructor so we do not need to keep it
* around in this class.
*/
SCA_ISystem* m_kxsystem;
/**
* The execution priority of replicated object actuators?
*/
int m_ueberExecutionPriority;
/**
* Activity 'bubble' settings :
* Suspend (freeze) the entire scene.
*/
bool m_suspend;
/**
* Radius in Manhattan distance of the box for activity culling.
*/
float m_activity_box_radius;
/**
* Toggle to enable or disable activity culling.
*/
bool m_activity_culling;
/**
* Toggle to enable or disable culling via DBVT broadphase of Bullet.
*/
bool m_dbvt_culling;
/**
* Occlusion culling resolution
*/
int m_dbvt_occlusion_res;
/**
* The framing settings used by this scene
*/
RAS_FrameSettings m_frame_settings;
/**
* This scenes viewport into the game engine
* canvas.Maintained externally, initially [0,0] -> [0,0]
*/
RAS_Rect m_viewport;
/**
* Visibility testing functions.
*/
void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam,int layer=0);
void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam,int layer=0);
void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam, int layer=0);
static void PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo);
double m_suspendedtime;
double m_suspendeddelta;
/**
* This stores anything from python
*/
PyObject* m_attr_dict;
struct Scene* m_blenderScene;
public:
KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface* ndi,
class SND_IAudioDevice* adi,
const STR_String& scenename,
struct Scene* scene);
virtual
~KX_Scene();
RAS_BucketManager* GetBucketManager();
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
void RenderBuckets(const MT_Transform& cameratransform,
RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools);
/**
* Update all transforms according to the scenegraph.
*/
static bool KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene);
static bool KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene);
void UpdateParents(double curtime);
void DupliGroupRecurse(CValue* gameobj, int level);
bool IsObjectInGroup(CValue* gameobj)
{
return (m_groupGameObjects.empty() ||
m_groupGameObjects.find(gameobj) != m_groupGameObjects.end());
}
SCA_IObject* AddReplicaObject(CValue* gameobj,
CValue* locationobj,
int lifespan=0);
KX_GameObject* AddNodeReplicaObject(SG_IObject* node,
CValue* gameobj);
void RemoveNodeDestructObject(SG_IObject* node,
CValue* gameobj);
void RemoveObject(CValue* gameobj);
void DelayedRemoveObject(CValue* gameobj);
int NewRemoveObject(CValue* gameobj);
void ReplaceMesh(CValue* gameobj,
void* meshobj);
/**
* @section Logic stuff
* Initiate an update of the logic system.
*/
void LogicBeginFrame(double curtime);
void LogicUpdateFrame(double curtime, bool frame);
void
LogicEndFrame(
);
CListValue*
GetObjectList(
);
CListValue*
GetInactiveList(
);
CListValue*
GetRootParentList(
);
CListValue*
GetLightList(
);
SCA_LogicManager*
GetLogicManager(
);
SCA_TimeEventManager*
GetTimeEventManager(
);
list<class KX_Camera*>*
GetCameras(
);
/** Find a camera in the scene by pointer. */
KX_Camera*
FindCamera(
KX_Camera*
);
/** Find a scene in the scene by name. */
KX_Camera*
FindCamera(
STR_String&
);
/** Add a camera to this scene. */
void
AddCamera(
KX_Camera*
);
/** Find the currently active camera. */
KX_Camera*
GetActiveCamera(
);
/**
* Set this camera to be the active camera in the scene. If the
* camera is not present in the camera list, it will be added
*/
void
SetActiveCamera(
class KX_Camera*
);
/**
* Move this camera to the end of the list so that it is rendered last.
* If the camera is not on the list, it will be added
*/
void
SetCameraOnTop(
class KX_Camera*
);
/**
* Activates new desired canvas width set at design time.
* @param width The new desired width.
*/
void
SetCanvasDesignWidth(
unsigned int width
);
/**
* Activates new desired canvas height set at design time.
* @param width The new desired height.
*/
void
SetCanvasDesignHeight(
unsigned int height
);
/**
* Returns the current desired canvas width set at design time.
* @return The desired width.
*/
unsigned int
GetCanvasDesignWidth(
void
) const;
/**
* Returns the current desired canvas height set at design time.
* @return The desired height.
*/
unsigned int
GetCanvasDesignHeight(
void
) const;
/**
* Set the framing options for this scene
*/
void
SetFramingType(
RAS_FrameSettings & frame_settings
);
/**
* Return a const reference to the framing
* type set by the above call.
* The contents are not guarenteed to be sensible
* if you don't call the above function.
*/
const
RAS_FrameSettings &
GetFramingType(
) const;
/**
* Store the current scene's viewport on the
* game engine canvas.
*/
void SetSceneViewport(const RAS_Rect &viewport);
/**
* Get the current scene's viewport on the
* game engine canvas. This maintained
* externally in KX_GameEngine
*/
const RAS_Rect& GetSceneViewport() const;
/**
* @section Accessors to different scenes of this scene
*/
void SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface);
void SetNetworkScene(NG_NetworkScene *newScene);
void SetWorldInfo(class KX_WorldInfo* wi);
KX_WorldInfo* GetWorldInfo();
void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam, int layer=0);
void UpdateMeshTransformations();
KX_Camera* GetpCamera();
SND_Scene* GetSoundScene();
NG_NetworkDeviceInterface* GetNetworkDeviceInterface();
NG_NetworkScene* GetNetworkScene();
/**
* Replicate the logic bricks associated to this object.
*/
void ReplicateLogic(class KX_GameObject* newobj);
static SG_Callbacks m_callbacks;
const STR_String& GetName();
// Suspend the entire scene.
void Suspend();
// Resume a suspended scene.
void Resume();
// Update the activity box settings for objects in this scene, if needed.
void UpdateObjectActivity(void);
// Enable/disable activity culling.
void SetActivityCulling(bool b);
// Set the radius of the activity culling box.
void SetActivityCullingRadius(float f);
bool IsSuspended();
bool IsClearingZBuffer();
void EnableZBufferClearing(bool isclearingZbuffer);
// use of DBVT tree for camera culling
void SetDbvtCulling(bool b) { m_dbvt_culling = b; };
bool GetDbvtCulling() { return m_dbvt_culling; };
void SetDbvtOcclusionRes(int i) { m_dbvt_occlusion_res = i; };
int GetDbvtOcclusionRes() { return m_dbvt_occlusion_res; };
void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter);
class PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
{
return m_physicsEnvironment;
}
void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv);
void SetGravity(const MT_Vector3& gravity);
/**
* Sets the node tree for this scene.
*/
void SetNodeTree(SG_Tree* root);
KX_PYMETHOD_DOC_NOARGS(KX_Scene, getLightList);
KX_PYMETHOD_DOC_NOARGS(KX_Scene, getObjectList);
KX_PYMETHOD_DOC_NOARGS(KX_Scene, getName);
KX_PYMETHOD_DOC(KX_Scene, addObject);
/*
KX_PYMETHOD_DOC(KX_Scene, getActiveCamera);
KX_PYMETHOD_DOC(KX_Scene, getActiveCamera);
KX_PYMETHOD_DOC(KX_Scene, findCamera);
KX_PYMETHOD_DOC(KX_Scene, getGravity);
KX_PYMETHOD_DOC(KX_Scene, setActivityCulling);
KX_PYMETHOD_DOC(KX_Scene, setActivityCullingRadius);
KX_PYMETHOD_DOC(KX_Scene, setSceneViewport);
KX_PYMETHOD_DOC(KX_Scene, setSceneViewport);
*/
/* attributes */
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_objects(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_objects_inactive(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_lights(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_cameras(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_active_camera(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
virtual PyObject* py_getattro(PyObject *attr); /* name, active_camera, gravity, suspended, viewport, framing, activity_culling, activity_culling_radius */
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *pyvalue);
virtual int py_delattro(PyObject *attr);
virtual PyObject* py_repr(void) { return PyString_FromString(GetName().ReadPtr()); }
PyObject* py_getattro__internal(PyObject *attr);
int py_setattro__internal(PyObject *attr, PyObject *pyvalue);
/**
* Sets the time the scene was suspended
*/
void setSuspendedTime(double suspendedtime);
/**
* Returns the "curtime" the scene was suspended
*/
double getSuspendedTime();
/**
* Sets the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
void setSuspendedDelta(double suspendeddelta);
/**
* Returns the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
double getSuspendedDelta();
/**
* Returns the Blender scene this was made from
*/
struct Scene *GetBlenderScene() { return m_blenderScene; }
};
typedef std::vector<KX_Scene*> KX_SceneList;
#endif //__KX_SCENE_H