blender/source/gameengine/SceneGraph/SG_Spatial.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

351 lines
6.2 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 *****
*/
#include "SG_Node.h"
#include "SG_Spatial.h"
#include "SG_Controller.h"
#include "SG_ParentRelation.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SG_Spatial::
SG_Spatial(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
):
SG_IObject(clientobj,clientinfo,callbacks),
m_localPosition(0.0,0.0,0.0),
m_localRotation(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0),
m_localScaling(1.f,1.f,1.f),
m_worldPosition(0.0,0.0,0.0),
m_worldRotation(1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,1.0),
m_worldScaling(1.f,1.f,1.f),
m_parent_relation (NULL),
m_bbox(MT_Point3(-1.0, -1.0, -1.0), MT_Point3(1.0, 1.0, 1.0)),
m_radius(1.0),
m_modified(true)
{
}
SG_Spatial::
SG_Spatial(
const SG_Spatial& other
) :
SG_IObject(other),
m_localPosition(other.m_localPosition),
m_localRotation(other.m_localRotation),
m_localScaling(other.m_localScaling),
m_worldPosition(other.m_worldPosition),
m_worldRotation(other.m_worldRotation),
m_worldScaling(other.m_worldScaling),
m_parent_relation(NULL),
m_bbox(other.m_bbox),
m_radius(other.m_radius)
{
// duplicate the parent relation for this object
m_parent_relation = other.m_parent_relation->NewCopy();
}
SG_Spatial::
~SG_Spatial()
{
delete (m_parent_relation);
}
SG_ParentRelation *
SG_Spatial::
GetParentRelation(
){
return m_parent_relation;
}
void
SG_Spatial::
SetParentRelation(
SG_ParentRelation *relation
){
delete (m_parent_relation);
m_parent_relation = relation;
m_modified = true;
}
/**
* Update Spatial Data.
* Calculates WorldTransform., (either doing itsself or using the linked SGControllers)
*/
bool
SG_Spatial::
UpdateSpatialData(
const SG_Spatial *parent,
double time,
bool& parentUpdated
){
bool bComputesWorldTransform = false;
// update spatial controllers
SGControllerList::iterator cit = GetSGControllerList().begin();
SGControllerList::const_iterator c_end = GetSGControllerList().end();
for (;cit!=c_end;++cit)
{
if ((*cit)->Update(time))
bComputesWorldTransform = true;
}
// If none of the objects updated our values then we ask the
// parent_relation object owned by this class to update
// our world coordinates.
if (!bComputesWorldTransform)
bComputesWorldTransform = ComputeWorldTransforms(parent, parentUpdated);
return bComputesWorldTransform;
}
bool SG_Spatial::ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated)
{
return m_parent_relation->UpdateChildCoordinates(this,parent,parentUpdated);
}
/**
* Position and translation methods
*/
void
SG_Spatial::
RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
){
if (local) {
m_localPosition += m_localRotation * trans;
} else {
if (parent) {
m_localPosition += trans * parent->GetWorldOrientation();
} else {
m_localPosition += trans;
}
}
m_modified = true;
}
void
SG_Spatial::
SetLocalPosition(
const MT_Point3& trans
){
m_localPosition = trans;
m_modified = true;
}
void
SG_Spatial::
SetWorldPosition(
const MT_Point3& trans
) {
m_worldPosition = trans;
}
/**
* Scaling methods.
*/
void
SG_Spatial::
RelativeScale(
const MT_Vector3& scale
){
m_localScaling = m_localScaling * scale;
m_modified = true;
}
void
SG_Spatial::
SetLocalScale(
const MT_Vector3& scale
){
m_localScaling = scale;
m_modified = true;
}
void
SG_Spatial::
SetWorldScale(
const MT_Vector3& scale
){
m_worldScaling = scale;
}
/**
* Orientation and rotation methods.
*/
void
SG_Spatial::
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
){
m_localRotation = m_localRotation * (
local ?
rot
:
(GetWorldOrientation().inverse() * rot * GetWorldOrientation()));
m_modified = true;
}
void
SG_Spatial::
SetLocalOrientation(const MT_Matrix3x3& rot)
{
m_localRotation = rot;
m_modified = true;
}
void
SG_Spatial::
SetWorldOrientation(
const MT_Matrix3x3& rot
) {
m_worldRotation = rot;
}
const
MT_Point3&
SG_Spatial::
GetLocalPosition(
) const {
return m_localPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetLocalOrientation(
) const {
return m_localRotation;
}
const
MT_Vector3&
SG_Spatial::
GetLocalScale(
) const{
return m_localScaling;
}
const
MT_Point3&
SG_Spatial::
GetWorldPosition(
) const {
return m_worldPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetWorldOrientation(
) const {
return m_worldRotation;
}
const
MT_Vector3&
SG_Spatial::
GetWorldScaling(
) const {
return m_worldScaling;
}
void SG_Spatial::SetWorldFromLocalTransform()
{
m_worldPosition= m_localPosition;
m_worldScaling= m_localScaling;
m_worldRotation= m_localRotation;
}
SG_BBox& SG_Spatial::BBox()
{
return m_bbox;
}
void SG_Spatial::SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
MT_Transform SG_Spatial::GetWorldTransform() const
{
return MT_Transform(m_worldPosition,
m_worldRotation.scaled(
m_worldScaling[0], m_worldScaling[1], m_worldScaling[2]));
}
bool SG_Spatial::inside(const MT_Point3 &point) const
{
MT_Scalar radius = m_worldScaling[m_worldScaling.closestAxis()]*m_radius;
return (m_worldPosition.distance2(point) <= radius*radius) ?
m_bbox.transform(GetWorldTransform()).inside(point) :
false;
}
void SG_Spatial::getBBox(MT_Point3 *box) const
{
m_bbox.get(box, GetWorldTransform());
}
void SG_Spatial::getAABBox(MT_Point3 *box) const
{
m_bbox.getaa(box, GetWorldTransform());
}