[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20022] trunk/blender/source/gameengine: BGE performance:
Benoit Bolsee
benoit.bolsee at online.be
Fri May 1 22:34:24 CEST 2009
Revision: 20022
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20022
Author: ben2610
Date: 2009-05-01 22:34:23 +0200 (Fri, 01 May 2009)
Log Message:
-----------
BGE performance:
- Vast performance increase when removing scene containing large number of
objects: the sensor/controller map was updated for each deleted object,
causing massive slow down when the number of objects was large (O(n^2)).
- Use reference when scanning the sensor map => avoid useless copy.
- Remove dynamically the object bounding box from the DBVT when the object
is invisible => faster culling.
Modified Paths:
--------------
trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
Modified: trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp 2009-05-01 19:02:23 UTC (rev 20021)
+++ trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp 2009-05-01 20:34:23 UTC (rev 20022)
@@ -79,6 +79,13 @@
m_activeActuators.clear();
}
+// this function is a performance helper when the scene is destoyed
+// without it, the map updated for each object... a massive slow down when there are
+// large number of objects. By clearing the map upfront we avoid the waster of time.
+void SCA_LogicManager::RemoveSensorMap()
+{
+ m_sensorcontrollermapje.clear();
+}
/*
// this kind of fixes bug 398 but breakes games, so better leave it out for now.
@@ -171,12 +178,16 @@
void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
- controllerlist contlist = m_sensorcontrollermapje[sensor];
- for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
+ sensormap_t::const_iterator mit = m_sensorcontrollermapje.find(sensor);
+ if (mit != m_sensorcontrollermapje.end())
{
- (*c)->UnlinkSensor(sensor);
+ const controllerlist& contlist = mit->second;
+ for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
+ {
+ (*c)->UnlinkSensor(sensor);
+ }
+ m_sensorcontrollermapje.erase(sensor);
}
- m_sensorcontrollermapje.erase(sensor);
sensor->UnregisterToManager();
}
@@ -184,7 +195,7 @@
{
controller->UnlinkAllSensors();
controller->UnlinkAllActuators();
- std::map<SCA_ISensor*,controllerlist>::iterator sit;
+ sensormap_t::iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
(*sit).second.remove(controller);
@@ -197,10 +208,10 @@
m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
// take care that no controller can use this actuator again !
- std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
+ sensormap_t::const_iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
- controllerlist contlist = (*sit).second;
+ const controllerlist& contlist = sit->second;
for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
{
(*c)->UnlinkActuator(actuator);
@@ -237,8 +248,8 @@
!(is==m_activatedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
- controllerlist contlist = m_sensorcontrollermapje[sensor];
- for (list<SCA_IController*>::const_iterator c= contlist.begin();
+ const controllerlist& contlist = m_sensorcontrollermapje[sensor];
+ for (list<SCA_IController*>::const_iterator c= contlist.begin();
!(c==contlist.end());c++)
{
SCA_IController* contr = *c;//controllerarray->at(c);
Modified: trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h 2009-05-01 19:02:23 UTC (rev 20021)
+++ trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h 2009-05-01 20:34:23 UTC (rev 20022)
@@ -47,7 +47,8 @@
#include "KX_HashedPtr.h"
using namespace std;
-typedef list<class SCA_IController*> controllerlist;
+typedef std::list<class SCA_IController*> controllerlist;
+typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
/**
* This manager handles sensor, controllers and actuators.
@@ -101,7 +102,7 @@
set<class SmartActuatorPtr> m_activeActuators;
set<class SmartControllerPtr> m_triggeredControllerSet;
- map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
+ sensormap_t m_sensorcontrollermapje;
// need to find better way for this
// also known as FactoryManager...
@@ -116,6 +117,9 @@
public:
SCA_LogicManager();
virtual ~SCA_LogicManager();
+ // can ONLY be used during scene destruction, avoid massive slow down when scene has many many objects
+ void RemoveSensorMap();
+
//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
void RegisterEventManager(SCA_EventManager* eventmgr);
void RegisterToSensor(SCA_IController* controller,
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-05-01 19:02:23 UTC (rev 20021)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-05-01 20:34:23 UTC (rev 20022)
@@ -628,6 +628,8 @@
{
if (GetSGNode()) {
m_bVisible = v;
+ if (m_pGraphicController)
+ m_pGraphicController->Activate(m_bVisible);
if (recursive)
setVisible_recursive(GetSGNode(), v);
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2009-05-01 19:02:23 UTC (rev 20021)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2009-05-01 20:34:23 UTC (rev 20022)
@@ -208,6 +208,8 @@
// It's still there but we remove all properties here otherwise some
// reference might be hanging and causing late release of objects
RemoveAllDebugProperties();
+ // early removal of sensor map to avoid massive slow down when there are many objects
+ m_logicmgr->RemoveSensorMap();
while (GetRootParentList()->GetCount() > 0)
{
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