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Allow nodes ignoring parent transformations with ESNUA_RELATIVE
New AbsPosUpdateBehavior which makes updateAbsolutePosition calls behave as if a node had no parent. Allows for micro optimizations in cases where we have non-moving root node (all scenenodes are always added to the SceneManager which is generally not moved but it's transformation is still multiplied each frame for each node) As a side-effect this also allows abusing the SceneManager to group objects without affecting transformations. No real extra cost since I added ESNUA_TRANSFORM_POSITION already. Thought turns out those matrix transformations are so fast that I also didn't noticed any difference in tests with > 20.000 nodes. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6481 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -17,7 +17,11 @@ namespace scene
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//! Only transform the position of the node transformation matrix
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//! Only transform the position of the node transformation matrix
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//! by the parent transformation matrix.
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//! by the parent transformation matrix.
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//! Parent will not affect the rotation/scale of the node transformation.
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//! Parent will not affect the rotation/scale of the node transformation.
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ESNUA_TRANSFORM_POSITION
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ESNUA_TRANSFORM_POSITION,
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//! Use the relative matrix as absolute transformation matrix
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//! Parent node transformation is ignored just like when the parent is set to 0
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ESNUA_RELATIVE
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};
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};
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//! Names for culling type
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//! Names for culling type
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@ -25,6 +29,7 @@ namespace scene
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{
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{
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"matrix",
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"matrix",
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"pos",
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"pos",
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"relative",
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0
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0
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};
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};
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@ -79,7 +79,7 @@ namespace scene
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//! This method is called just before the rendering process of the whole scene.
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//! This method is called just before the rendering process of the whole scene.
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/** Nodes may register themselves in the render pipeline during this call,
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/** Nodes may register themselves in the render pipeline during this call,
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precalculate the geometry which should be rendered, and prevent their
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pre-calculate the geometry which should be rendered, and prevent their
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children from being able to register themselves if they are clipped by simply
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children from being able to register themselves if they are clipped by simply
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not calling their OnRegisterSceneNode method.
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not calling their OnRegisterSceneNode method.
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If you are implementing your own scene node, you should overwrite this method
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If you are implementing your own scene node, you should overwrite this method
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@ -543,7 +543,7 @@ namespace scene
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//! Set a culling style or disable culling completely.
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//! Set a culling style or disable culling completely.
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/** Box cullling (EAC_BOX) is set by default. Note that not
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/** Box culling (EAC_BOX) is set by default. Note that not
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all SceneNodes support culling and that some nodes always cull
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all SceneNodes support culling and that some nodes always cull
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their geometry because it is their only reason for existence,
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their geometry because it is their only reason for existence,
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for example the OctreeSceneNode.
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for example the OctreeSceneNode.
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@ -682,16 +682,24 @@ namespace scene
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{
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{
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if (Parent)
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if (Parent)
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{
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{
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if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_MATRIX )
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switch ( AbsPosUpdateBehavior )
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{
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case ESNUA_TRANSFORM_MATRIX:
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{
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{
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AbsoluteTransformation =
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AbsoluteTransformation =
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Parent->getAbsoluteTransformation() * getRelativeTransformation();
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Parent->getAbsoluteTransformation() * getRelativeTransformation();
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}
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}
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else if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_POSITION )
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break;
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case ESNUA_TRANSFORM_POSITION:
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{
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{
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AbsoluteTransformation = getRelativeTransformation();
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AbsoluteTransformation = getRelativeTransformation();
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Parent->getAbsoluteTransformation().transformVect(reinterpret_cast<irr::core::vector3df&>(AbsoluteTransformation[12]));
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Parent->getAbsoluteTransformation().transformVect(reinterpret_cast<irr::core::vector3df&>(AbsoluteTransformation[12]));
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}
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}
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break;
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case ESNUA_RELATIVE:
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AbsoluteTransformation = getRelativeTransformation();
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break;
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}
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}
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}
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else
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else
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AbsoluteTransformation = getRelativeTransformation();
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AbsoluteTransformation = getRelativeTransformation();
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Compiled as DEBUG
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Test suite pass at GMT Fri Apr 28 17:44:32 2023
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Test suite pass at GMT Tue May 02 15:59:37 2023
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