forked from bartvdbraak/blender
51b4145841
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.
276 lines
5.1 KiB
C++
276 lines
5.1 KiB
C++
/**
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* $Id$
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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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#include "SG_Node.h"
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#include "SG_ParentRelation.h"
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#include <algorithm>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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using namespace std;
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SG_Node::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_Spatial(clientobj,clientinfo,callbacks),
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m_SGparent(NULL)
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{
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}
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SG_Node::SG_Node(
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const SG_Node & other
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) :
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SG_Spatial(other),
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m_children(other.m_children),
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m_SGparent(other.m_SGparent)
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{
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// nothing to do
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}
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SG_Node::~SG_Node()
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{
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}
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SG_Node* SG_Node::GetSGReplica()
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{
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SG_Node* replica = new SG_Node(*this);
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if (replica == NULL) return NULL;
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ProcessSGReplica(&replica);
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return replica;
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}
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void
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SG_Node::
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ProcessSGReplica(
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SG_Node** replica
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){
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// Apply the replication call back function.
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if (!ActivateReplicationCallback(*replica))
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{
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delete (*replica);
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*replica = NULL;
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return;
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}
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// clear the replica node of it's parent.
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static_cast<SG_Node*>(*replica)->m_SGparent = NULL;
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if (m_children.begin() != m_children.end())
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{
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// if this node has children, the replica has too, so clear and clone children
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(*replica)->ClearSGChildren();
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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SG_Node* childnode = (*childit)->GetSGReplica();
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if (childnode)
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(*replica)->AddChild(childnode);
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}
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}
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// Nodes without children and without client object are
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// not worth to keep, they will just take up CPU
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// This can happen in partial replication of hierarchy
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// during group duplication.
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if ((*replica)->m_children.empty() &&
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(*replica)->GetSGClientObject() == NULL)
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{
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delete (*replica);
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*replica = NULL;
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}
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}
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void
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SG_Node::
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Destruct()
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{
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// Not entirely sure what Destruct() expects to happen.
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// I think it probably means just to call the DestructionCallback
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// in the right order on all the children - rather than free any memory
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// We'll delete m_parent_relation now anyway.
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delete(m_parent_relation);
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m_parent_relation = NULL;
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if (m_children.begin() != m_children.end())
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{
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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// call the SG_Node destruct method on each of our children }-)
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(*childit)->Destruct();
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}
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}
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ActivateDestructionCallback();
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}
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SG_Node*
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SG_Node::
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GetSGParent(
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) const {
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return m_SGparent;
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}
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void
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SG_Node::
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SetSGParent(
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SG_Node* parent
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){
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m_SGparent = parent;
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}
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const
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SG_Node*
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SG_Node::
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GetRootSGParent(
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) const {
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return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
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}
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bool
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SG_Node::
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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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bool
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SG_Node::
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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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void
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SG_Node::
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DisconnectFromParent(
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){
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if (m_SGparent)
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{
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m_SGparent->RemoveChild(this);
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m_SGparent = NULL;
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}
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}
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void SG_Node::AddChild(SG_Node* child)
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{
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m_children.push_back(child);
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child->SetSGParent(this); // this way ?
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}
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void SG_Node::RemoveChild(SG_Node* child)
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{
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NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
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if (childfound != m_children.end())
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{
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m_children.erase(childfound);
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}
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}
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void SG_Node::UpdateWorldData(double time, bool parentUpdated)
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{
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//if (!GetSGParent())
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// return;
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if (UpdateSpatialData(GetSGParent(),time,parentUpdated))
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// to update the
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ActivateUpdateTransformCallback();
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// update children's worlddata
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->UpdateWorldData(time, parentUpdated);
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}
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}
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NodeList& SG_Node::GetSGChildren()
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{
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return this->m_children;
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}
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const NodeList& SG_Node::GetSGChildren() const
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{
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return this->m_children;
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}
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void SG_Node::ClearSGChildren()
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{
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m_children.clear();
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}
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void SG_Node::SetSimulatedTime(double time,bool recurse)
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{
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// update the controllers of this node.
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SetControllerTime(time);
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// update children's simulate time.
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if (recurse)
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{
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->SetSimulatedTime(time,recurse);
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}
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}
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}
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