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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
commit8a8a12ed846dc86b2f9b21582fd34d941beed7ed (patch)
tree3d080dee853afcfdb5fd43ea48b441b3128c0583 /source/gameengine/GameLogic/SCA_EventManager.h
parentd05363627bee12bd9e5af8b1114b68f73eeb3e5f (diff)
BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_EventManager.h')
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/GameLogic/SCA_EventManager.h b/source/gameengine/GameLogic/SCA_EventManager.h
index 9cc1718cd1e..9dbb5a6d24f 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.h
+++ b/source/gameengine/GameLogic/SCA_EventManager.h
@@ -30,12 +30,14 @@
#define __KX_EVENTMANAGER
#include <vector>
+#include <set>
#include <algorithm>
class SCA_EventManager
{
protected:
- std::vector <class SCA_ISensor*> m_sensors;
+ // use a set to speed-up insertion/removal
+ std::set <class SCA_ISensor*> m_sensors;
public:
enum EVENT_MANAGER_TYPE {
@@ -61,7 +63,7 @@ public:
virtual void NextFrame();
virtual void UpdateFrame();
virtual void EndFrame();
- virtual void RegisterSensor(class SCA_ISensor* sensor)=0;
+ virtual void RegisterSensor(class SCA_ISensor* sensor);
int GetType();
protected: