SceneGraph.cpp 6.7 KB

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  1. // Copyright (C) 2014, Panagiotis Christopoulos Charitos.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "anki/scene/SceneGraph.h"
  6. #include "anki/scene/Camera.h"
  7. #include "anki/scene/ModelNode.h"
  8. #include "anki/scene/InstanceNode.h"
  9. #include "anki/core/Counters.h"
  10. #include "anki/renderer/Renderer.h"
  11. #include "anki/physics/PhysicsWorld.h"
  12. namespace anki {
  13. //==============================================================================
  14. // Misc =
  15. //==============================================================================
  16. namespace {
  17. //==============================================================================
  18. class UpdateSceneNodesTask: public Threadpool::Task
  19. {
  20. public:
  21. SceneGraph* m_scene = nullptr;
  22. F32 m_prevUpdateTime;
  23. F32 m_crntTime;
  24. Error operator()(U32 taskId, PtrSize threadsCount)
  25. {
  26. PtrSize start, end;
  27. choseStartEnd(
  28. taskId, threadsCount, m_scene->getSceneNodesCount(), start, end);
  29. // Start with the root nodes
  30. Error err = m_scene->iterateSceneNodes(
  31. start, end, [&](SceneNode& node) -> Error
  32. {
  33. Error err = ErrorCode::NONE;
  34. if(node.getParent() == nullptr)
  35. {
  36. err = updateInternal(node, m_prevUpdateTime, m_crntTime);
  37. }
  38. return err;
  39. });
  40. return err;
  41. }
  42. ANKI_USE_RESULT Error updateInternal(
  43. SceneNode& node, F32 prevTime, F32 crntTime)
  44. {
  45. Error err = ErrorCode::NONE;
  46. // Components update
  47. err = node.iterateComponents([&](SceneComponent& comp) -> Error
  48. {
  49. Bool updated = false;
  50. return comp.updateReal(node, prevTime, crntTime, updated);
  51. });
  52. if(err)
  53. {
  54. return err;
  55. }
  56. // Update children
  57. err = node.visitChildren([&](SceneNode& child) -> Error
  58. {
  59. return updateInternal(child, prevTime, crntTime);
  60. });
  61. // Frame update
  62. if(!err)
  63. {
  64. err = node.frameUpdate(prevTime, crntTime);
  65. }
  66. return err;
  67. }
  68. };
  69. } // end namespace anonymous
  70. //==============================================================================
  71. // Scene =
  72. //==============================================================================
  73. //==============================================================================
  74. SceneGraph::SceneGraph()
  75. {}
  76. //==============================================================================
  77. SceneGraph::~SceneGraph()
  78. {}
  79. //==============================================================================
  80. Error SceneGraph::create(
  81. AllocAlignedCallback allocCb,
  82. void* allocCbData,
  83. U32 frameAllocatorSize,
  84. Threadpool* threadpool,
  85. ResourceManager* resources,
  86. Input* input,
  87. const Timestamp* globalTimestamp)
  88. {
  89. Error err = ErrorCode::NONE;
  90. m_globalTimestamp = globalTimestamp;
  91. m_threadpool = threadpool;
  92. m_resources = resources;
  93. m_objectsMarkedForDeletionCount.store(0);
  94. m_ambientCol = Vec3(0.0);
  95. m_gl = &m_resources->_getGlDevice();
  96. m_physics = &m_resources->_getPhysicsWorld();
  97. m_input = input;
  98. m_alloc = SceneAllocator<U8>(
  99. allocCb, allocCbData,
  100. 1024 * 10,
  101. 1024 * 10,
  102. ChainMemoryPool::ChunkGrowMethod::FIXED,
  103. 0);
  104. m_frameAlloc = SceneFrameAllocator<U8>(
  105. allocCb, allocCbData, frameAllocatorSize);
  106. err = m_events.create(this);
  107. if(err)
  108. {
  109. ANKI_LOGE("Scene creation failed");
  110. }
  111. return err;
  112. }
  113. //==============================================================================
  114. Error SceneGraph::registerNode(SceneNode* node)
  115. {
  116. ANKI_ASSERT(node);
  117. // Add to dict if it has name
  118. if(node->getName())
  119. {
  120. if(tryFindSceneNode(node->getName()))
  121. {
  122. ANKI_LOGE("Node with the same name already exists");
  123. return ErrorCode::FUNCTION_FAILED;
  124. }
  125. //m_dict[node->getName()] = node;
  126. }
  127. // Add to vector
  128. Error err = m_nodes.pushBack(m_alloc, node);
  129. if(!err)
  130. {
  131. ++m_nodesCount;
  132. }
  133. return err;
  134. }
  135. //==============================================================================
  136. void SceneGraph::unregisterNode(SceneNode* node)
  137. {
  138. // Remove from vector
  139. auto it = m_nodes.begin();
  140. for(; it != m_nodes.end(); it++)
  141. {
  142. if((*it) == node)
  143. {
  144. break;
  145. }
  146. }
  147. ANKI_ASSERT(it != m_nodes.end());
  148. m_nodes.erase(m_alloc, it);
  149. --m_nodesCount;
  150. // Remove from dict
  151. #if 0
  152. if(node->getName())
  153. {
  154. auto it = m_dict.find(node->getName());
  155. ANKI_ASSERT(it != m_dict.end());
  156. m_dict.erase(it);
  157. }
  158. #endif
  159. }
  160. //==============================================================================
  161. SceneNode& SceneGraph::findSceneNode(const CString& name)
  162. {
  163. SceneNode* node = tryFindSceneNode(name);
  164. ANKI_ASSERT(node);
  165. return *node;
  166. }
  167. //==============================================================================
  168. SceneNode* SceneGraph::tryFindSceneNode(const CString& name)
  169. {
  170. auto it = m_nodes.getBegin();
  171. for(; it != m_nodes.getEnd(); ++it)
  172. {
  173. if((*it)->getName() == name)
  174. {
  175. break;
  176. }
  177. }
  178. return (it == m_nodes.getEnd()) ? nullptr : (*it);
  179. }
  180. //==============================================================================
  181. void SceneGraph::deleteNodesMarkedForDeletion()
  182. {
  183. /// Delete all nodes pending deletion. At this point all scene threads
  184. /// should have finished their tasks
  185. while(m_objectsMarkedForDeletionCount.load() > 0)
  186. {
  187. Bool found = false;
  188. auto it = m_nodes.begin();
  189. auto end = m_nodes.end();
  190. for(; it != end; it++)
  191. {
  192. if((*it)->getMarkedForDeletion())
  193. {
  194. // Delete node
  195. unregisterNode(*it);
  196. m_alloc.deleteInstance(*it);
  197. found = true;
  198. break;
  199. }
  200. }
  201. (void)found;
  202. ANKI_ASSERT(found && "Something is wrong with marked for deletion");
  203. }
  204. }
  205. //==============================================================================
  206. Error SceneGraph::update(F32 prevUpdateTime, F32 crntTime, Renderer& renderer)
  207. {
  208. ANKI_ASSERT(m_mainCam);
  209. Error err = ErrorCode::NONE;
  210. m_timestamp = *m_globalTimestamp;
  211. ANKI_COUNTER_START_TIMER(SCENE_UPDATE_TIME);
  212. //
  213. // Sync point. Here we wait for all scene's threads
  214. //
  215. // Reset the framepool
  216. m_frameAlloc.getMemoryPool().reset();
  217. // Delete stuff
  218. m_events.deleteEventsMarkedForDeletion();
  219. deleteNodesMarkedForDeletion();
  220. Threadpool& threadPool = *m_threadpool;
  221. (void)threadPool;
  222. // Update
  223. m_physics->updateAsync(crntTime - prevUpdateTime);
  224. renderer.getTiler().updateTiles(*m_mainCam);
  225. m_physics->waitUpdate();
  226. err = m_events.updateAllEvents(prevUpdateTime, crntTime);
  227. if(err) return err;
  228. // Then the rest
  229. Array<UpdateSceneNodesTask, Threadpool::MAX_THREADS> jobs2;
  230. for(U i = 0; i < threadPool.getThreadsCount(); i++)
  231. {
  232. UpdateSceneNodesTask& job = jobs2[i];
  233. job.m_scene = this;
  234. job.m_prevUpdateTime = prevUpdateTime;
  235. job.m_crntTime = crntTime;
  236. threadPool.assignNewTask(i, &job);
  237. }
  238. err = threadPool.waitForAllThreadsToFinish();
  239. if(!err)
  240. {
  241. err = doVisibilityTests(*m_mainCam, *this, renderer);
  242. }
  243. ANKI_COUNTER_STOP_TIMER_INC(SCENE_UPDATE_TIME);
  244. return err;
  245. }
  246. } // end namespace anki