forked from bartvdbraak/blender
386122ada6
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
151 lines
3.8 KiB
C++
151 lines
3.8 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 __KX_IACTUATOR
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#define __KX_IACTUATOR
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#include "SCA_IController.h"
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#include <vector>
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/*
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* Use of SG_DList : element of actuator being deactivated
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* Head: SCA_LogicManager::m_removedActuators
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* Use of SG_QList : element of activated actuator list of their owner
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* Head: SCA_IObject::m_activeActuators
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*/
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class SCA_IActuator : public SCA_ILogicBrick
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{
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friend class SCA_LogicManager;
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protected:
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int m_links; // number of active links to controllers
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// when 0, the actuator is automatically stopped
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//std::vector<CValue*> m_events;
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bool m_posevent;
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bool m_negevent;
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std::vector<class SCA_IController*> m_linkedcontrollers;
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void RemoveAllEvents()
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{
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m_posevent = false;
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m_negevent = false;
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}
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public:
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/**
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* This class also inherits the default copy constructors
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*/
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SCA_IActuator(SCA_IObject* gameobj,
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PyTypeObject* T =&Type);
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/**
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* UnlinkObject(...)
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* Certain actuator use gameobject pointers (like TractTo actuator)
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* This function can be called when an object is removed to make
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* sure that the actuator will not use it anymore.
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*/
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virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
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/**
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* Update(...)
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* Update the actuator based upon the events received since
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* the last call to Update, the current time and deltatime the
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* time elapsed in this frame ?
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* It is the responsibility of concrete Actuators to clear
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* their event's. This is usually done in the Update() method via
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* a call to RemoveAllEvents()
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*/
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virtual bool Update(double curtime, bool frame);
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virtual bool Update();
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/**
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* Add an event to an actuator.
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*/
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//void AddEvent(CValue* event)
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void AddEvent(bool event)
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{
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if (event)
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m_posevent = true;
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else
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m_negevent = true;
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}
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virtual void ProcessReplica();
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/**
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* Return true iff all the current events
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* are negative. The definition of negative event is
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* not immediately clear. But usually refers to key-up events
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* or events where no action is required.
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*/
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bool IsNegativeEvent() const
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{
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return !m_posevent && m_negevent;
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}
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virtual ~SCA_IActuator();
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/**
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* remove this actuator from the list of active actuators
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*/
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void Deactivate()
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{
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if (QDelink())
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// the actuator was in the active list
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if (m_gameobj->m_activeActuators.QEmpty())
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// the owner object has no more active actuators, remove it from the global list
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m_gameobj->m_activeActuators.Delink();
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}
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void Activate(SG_DList& head)
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{
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if (QEmpty())
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{
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InsertActiveQList(m_gameobj->m_activeActuators);
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head.AddBack(&m_gameobj->m_activeActuators);
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}
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}
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void LinkToController(SCA_IController* controller);
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void UnlinkController(class SCA_IController* cont);
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void UnlinkAllControllers();
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void ClrLink() { m_links=0; }
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void IncLink() { m_links++; }
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void DecLink();
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bool IsNoLink() const { return !m_links; }
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};
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#endif //__KX_IACTUATOR
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