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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-08 02:14:06 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-08 02:14:06 +0400
commit51b4145841293d4a695b7bbe88e90ebd98443fc8 (patch)
tree61818fb3a50e0891b630680b203c3fe80fe149bb /source/gameengine/Physics/common/PHY_DynamicTypes.h
parent486985762aa71b75ec1d1d0e7bbf0f777065f3a3 (diff)
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.
Diffstat (limited to 'source/gameengine/Physics/common/PHY_DynamicTypes.h')
-rw-r--r--source/gameengine/Physics/common/PHY_DynamicTypes.h35
1 files changed, 33 insertions, 2 deletions
diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h
index c5cf92b553a..7ce40001af7 100644
--- a/source/gameengine/Physics/common/PHY_DynamicTypes.h
+++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h
@@ -19,12 +19,42 @@ subject to the following restrictions:
-
+struct KX_ClientObjectInfo;
class PHY_Shape;
struct PHY__Vector3
{
float m_vec[4];
+
+ operator const float* () const
+ {
+ return &m_vec[0];
+ }
+ operator float* ()
+ {
+ return &m_vec[0];
+ }
+};
+
+struct PHY__Vector4
+{
+ float m_vec[4];
+ PHY__Vector4() {}
+ void setValue(const float *value)
+ {
+ m_vec[0] = *value++;
+ m_vec[1] = *value++;
+ m_vec[2] = *value++;
+ m_vec[3] = *value++;
+ }
+ void setValue(const double *value)
+ {
+ m_vec[0] = (float)(*value++);
+ m_vec[1] = (float)(*value++);
+ m_vec[2] = (float)(*value++);
+ m_vec[3] = (float)(*value++);
+ }
+
operator const float* () const
{
return &m_vec[0];
@@ -34,6 +64,7 @@ struct PHY__Vector3
return &m_vec[0];
}
};
+
//typedef float PHY__Vector3[4];
enum
@@ -59,7 +90,7 @@ enum
void *client_object1,
void *client_object2,
const PHY_CollData *coll_data);
-
+ typedef void (*PHY_CullingCallback)(KX_ClientObjectInfo* info, void* param);
/// PHY_PhysicsType enumerates all possible Physics Entities.