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- // Copyright (C) 2014, Panagiotis Christopoulos Charitos.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include "anki/scene/SceneGraph.h"
- #include "anki/scene/Camera.h"
- #include "anki/scene/ModelNode.h"
- #include "anki/scene/InstanceNode.h"
- #include "anki/core/Counters.h"
- #include "anki/renderer/Renderer.h"
- #include "anki/physics/PhysicsWorld.h"
- namespace anki {
- //==============================================================================
- // Misc =
- //==============================================================================
- namespace {
- //==============================================================================
- class UpdateSceneNodesTask: public Threadpool::Task
- {
- public:
- SceneGraph* m_scene = nullptr;
- F32 m_prevUpdateTime;
- F32 m_crntTime;
- Error operator()(U32 taskId, PtrSize threadsCount)
- {
- PtrSize start, end;
- choseStartEnd(
- taskId, threadsCount, m_scene->getSceneNodesCount(), start, end);
- // Start with the root nodes
- Error err = m_scene->iterateSceneNodes(
- start, end, [&](SceneNode& node) -> Error
- {
- Error err = ErrorCode::NONE;
- if(node.getParent() == nullptr)
- {
- err = updateInternal(node, m_prevUpdateTime, m_crntTime);
- }
- return err;
- });
- return err;
- }
- ANKI_USE_RESULT Error updateInternal(
- SceneNode& node, F32 prevTime, F32 crntTime)
- {
- Error err = ErrorCode::NONE;
- // Components update
- err = node.iterateComponents([&](SceneComponent& comp) -> Error
- {
- Bool updated = false;
- return comp.updateReal(node, prevTime, crntTime, updated);
- });
- if(err)
- {
- return err;
- }
- // Update children
- err = node.visitChildren([&](SceneNode& child) -> Error
- {
- return updateInternal(child, prevTime, crntTime);
- });
- // Frame update
- if(!err)
- {
- err = node.frameUpdate(prevTime, crntTime);
- }
- return err;
- }
- };
- } // end namespace anonymous
- //==============================================================================
- // Scene =
- //==============================================================================
- //==============================================================================
- SceneGraph::SceneGraph()
- {}
- //==============================================================================
- SceneGraph::~SceneGraph()
- {}
- //==============================================================================
- Error SceneGraph::create(
- AllocAlignedCallback allocCb,
- void* allocCbData,
- U32 frameAllocatorSize,
- Threadpool* threadpool,
- ResourceManager* resources,
- Input* input,
- const Timestamp* globalTimestamp)
- {
- Error err = ErrorCode::NONE;
- m_globalTimestamp = globalTimestamp;
- m_threadpool = threadpool;
- m_resources = resources;
- m_objectsMarkedForDeletionCount.store(0);
- m_ambientCol = Vec3(0.0);
- m_gl = &m_resources->_getGlDevice();
- m_physics = &m_resources->_getPhysicsWorld();
- m_input = input;
- m_alloc = SceneAllocator<U8>(
- allocCb, allocCbData,
- 1024 * 10,
- 1024 * 10,
- ChainMemoryPool::ChunkGrowMethod::FIXED,
- 0);
- m_frameAlloc = SceneFrameAllocator<U8>(
- allocCb, allocCbData, frameAllocatorSize);
- err = m_events.create(this);
- if(err)
- {
- ANKI_LOGE("Scene creation failed");
- }
- return err;
- }
- //==============================================================================
- Error SceneGraph::registerNode(SceneNode* node)
- {
- ANKI_ASSERT(node);
- // Add to dict if it has name
- if(node->getName())
- {
- if(tryFindSceneNode(node->getName()))
- {
- ANKI_LOGE("Node with the same name already exists");
- return ErrorCode::FUNCTION_FAILED;
- }
- //m_dict[node->getName()] = node;
- }
- // Add to vector
- Error err = m_nodes.pushBack(m_alloc, node);
- if(!err)
- {
- ++m_nodesCount;
- }
- return err;
- }
- //==============================================================================
- void SceneGraph::unregisterNode(SceneNode* node)
- {
- // Remove from vector
- auto it = m_nodes.begin();
- for(; it != m_nodes.end(); it++)
- {
- if((*it) == node)
- {
- break;
- }
- }
-
- ANKI_ASSERT(it != m_nodes.end());
- m_nodes.erase(m_alloc, it);
- --m_nodesCount;
- // Remove from dict
- #if 0
- if(node->getName())
- {
- auto it = m_dict.find(node->getName());
- ANKI_ASSERT(it != m_dict.end());
- m_dict.erase(it);
- }
- #endif
- }
- //==============================================================================
- SceneNode& SceneGraph::findSceneNode(const CString& name)
- {
- SceneNode* node = tryFindSceneNode(name);
- ANKI_ASSERT(node);
- return *node;
- }
- //==============================================================================
- SceneNode* SceneGraph::tryFindSceneNode(const CString& name)
- {
- auto it = m_nodes.getBegin();
- for(; it != m_nodes.getEnd(); ++it)
- {
- if((*it)->getName() == name)
- {
- break;
- }
- }
- return (it == m_nodes.getEnd()) ? nullptr : (*it);
- }
- //==============================================================================
- void SceneGraph::deleteNodesMarkedForDeletion()
- {
- /// Delete all nodes pending deletion. At this point all scene threads
- /// should have finished their tasks
- while(m_objectsMarkedForDeletionCount.load() > 0)
- {
- Bool found = false;
- auto it = m_nodes.begin();
- auto end = m_nodes.end();
- for(; it != end; it++)
- {
- if((*it)->getMarkedForDeletion())
- {
- // Delete node
- unregisterNode(*it);
- m_alloc.deleteInstance(*it);
- found = true;
- break;
- }
- }
- (void)found;
- ANKI_ASSERT(found && "Something is wrong with marked for deletion");
- }
- }
- //==============================================================================
- Error SceneGraph::update(F32 prevUpdateTime, F32 crntTime, Renderer& renderer)
- {
- ANKI_ASSERT(m_mainCam);
- Error err = ErrorCode::NONE;
- m_timestamp = *m_globalTimestamp;
- ANKI_COUNTER_START_TIMER(SCENE_UPDATE_TIME);
- //
- // Sync point. Here we wait for all scene's threads
- //
- // Reset the framepool
- m_frameAlloc.getMemoryPool().reset();
- // Delete stuff
- m_events.deleteEventsMarkedForDeletion();
- deleteNodesMarkedForDeletion();
- Threadpool& threadPool = *m_threadpool;
- (void)threadPool;
- // Update
- m_physics->updateAsync(crntTime - prevUpdateTime);
- renderer.getTiler().updateTiles(*m_mainCam);
- m_physics->waitUpdate();
- err = m_events.updateAllEvents(prevUpdateTime, crntTime);
- if(err) return err;
- // Then the rest
- Array<UpdateSceneNodesTask, Threadpool::MAX_THREADS> jobs2;
- for(U i = 0; i < threadPool.getThreadsCount(); i++)
- {
- UpdateSceneNodesTask& job = jobs2[i];
- job.m_scene = this;
- job.m_prevUpdateTime = prevUpdateTime;
- job.m_crntTime = crntTime;
- threadPool.assignNewTask(i, &job);
- }
- err = threadPool.waitForAllThreadsToFinish();
- if(!err)
- {
- err = doVisibilityTests(*m_mainCam, *this, renderer);
- }
- ANKI_COUNTER_STOP_TIMER_INC(SCENE_UPDATE_TIME);
- return err;
- }
- } // end namespace anki
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