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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/Physics/Sumo
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/Physics/Sumo')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp17
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp6
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h1
3 files changed, 18 insertions, 6 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
index b5bf67b14ea..f0791bbf89f 100644
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
+++ b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
@@ -98,12 +98,17 @@ void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback
void SM_Scene::addSensor(SM_Object& object)
{
- object.calcXform();
- m_objectList.push_back(&object);
- DT_AddObject(m_scene, object.getObjectHandle());
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[SENSOR_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
+ T_ObjectList::iterator i =
+ std::find(m_objectList.begin(), m_objectList.end(), &object);
+ if (i == m_objectList.end())
+ {
+ object.calcXform();
+ m_objectList.push_back(&object);
+ DT_AddObject(m_scene, object.getObjectHandle());
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass [SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
+ }
}
void SM_Scene::add(SM_Object& object) {
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
index 16ba45a0be5..65018d2523e 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
@@ -228,6 +228,12 @@ void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ct
m_sumoScene->requestCollisionCallback(*smObject);
}
}
+
+void SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
+{
+ // intentionally empty
+}
+
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
DT_ShapeHandle shape = DT_NewSphere(0.0);
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
index ce5cd70e8cc..8b9fb463034 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
@@ -84,6 +84,7 @@ public:
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);