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authorCampbell Barton <ideasman42@gmail.com>2009-02-25 09:43:03 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-02-25 09:43:03 +0300
commitc77af311665d230ed933138cd20962d021ad5c2b (patch)
tree5c2f89032fb773a046aab0a7a6c9a17162260b99 /source/gameengine/Ketsji/KX_GameObject.cpp
parent2eb85c01f3e0ea2ba9dd129ae70e8b370953d7b5 (diff)
Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too. * Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats. * Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases. * removed some unneeded vars from UpdateChildCoordinates functions * Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp28
1 files changed, 13 insertions, 15 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 60512991cf4..5e013a1c647 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -690,9 +690,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
switch (axis)
{
case 0: //x axis
- ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
+ ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
- ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
+ ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
if (fac == 1.0) {
x = vect;
} else {
@@ -705,9 +705,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
z = x.cross(y);
break;
case 1: //y axis
- ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
+ ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
- ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]);
+ ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
if (fac == 1.0) {
y = vect;
} else {
@@ -720,9 +720,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
x = y.cross(z);
break;
case 2: //z axis
- ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]);
+ ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
- ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
+ ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
if (fac == 1.0) {
z = vect;
} else {
@@ -741,9 +741,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
x.normalize(); //normalize the vectors
y.normalize();
z.normalize();
- orimat = MT_Matrix3x3( x[0],y[0],z[0],
- x[1],y[1],z[1],
- x[2],y[2],z[2]);
+ orimat.setValue( x[0],y[0],z[0],
+ x[1],y[1],z[1],
+ x[2],y[2],z[2]);
if (GetSGNode()->GetSGParent() != NULL)
{
// the object is a child, adapt its local orientation so that
@@ -945,13 +945,11 @@ const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
{
- static MT_Point3 defaultPosition = MT_Point3(0.0, 0.0, 0.0);
-
// check on valid node in case a python controller holds a reference to a deleted object
- if (!GetSGNode())
- return defaultPosition;
-
- return GetSGNode()->GetWorldPosition();
+ if (GetSGNode())
+ return GetSGNode()->GetWorldPosition();
+ else
+ return MT_Point3(0.0, 0.0, 0.0);
}
/* Suspend/ resume: for the dynamic behaviour, there is a simple