mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 15:25:40 +00:00
Basic zone code refactor using lists instead of linked lists
This commit is contained in:
parent
7e5eacc43d
commit
d9ff5d3f0e
8 changed files with 419 additions and 289 deletions
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@ -37,10 +37,6 @@
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//#define DEBUG_SPEW
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ClassChunker< SceneObject::ZoneRef > SceneZoneSpaceManager::smZoneRefChunker;
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//-----------------------------------------------------------------------------
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SceneZoneSpaceManager::SceneZoneSpaceManager( SceneContainer* container )
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@ -89,15 +85,7 @@ void SceneZoneSpaceManager::registerZones( SceneZoneSpace* object, U32 numZones
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mZoneLists.increment( numZones );
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for( U32 i = zoneRangeStart; i < mNumTotalAllocatedZones; ++ i )
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{
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SceneObject::ZoneRef* zoneRef = smZoneRefChunker.alloc();
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zoneRef->object = object;
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zoneRef->nextInBin = NULL;
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zoneRef->prevInBin = NULL;
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zoneRef->nextInObj = NULL;
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zoneRef->zone = i;
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mZoneLists[ i ] = zoneRef;
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mZoneLists[i] = _allocZoneList(object);
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}
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// Add space to list.
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@ -143,14 +131,12 @@ void SceneZoneSpaceManager::unregisterZones( SceneZoneSpace* object )
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for( U32 j = zoneRangeStart; j < zoneRangeStart + numZones; j ++ )
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{
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// Delete all object links.
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ZoneObjectList* list = mZoneLists[j];
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// Delete all object links.
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_clearZoneList( j );
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// Delete the first link which refers to the zone itself.
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smZoneRefChunker.free( mZoneLists[ j ] );
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mZoneLists[ j ] = NULL;
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_freeZoneList(list);
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}
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// Destroy the connections the zone space has.
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@ -219,7 +205,7 @@ void SceneZoneSpaceManager::_compactZonesCheck()
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const U32 numZoneSpaces = mZoneSpaces.size();
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U32 nextZoneId = 0;
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Vector< SceneObject::ZoneRef* > newZoneLists;
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Vector< ZoneObjectList* > newZoneLists;
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newZoneLists.setSize( mNumActiveZones );
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for( U32 i = 0; i < numZoneSpaces; ++ i )
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@ -247,10 +233,15 @@ void SceneZoneSpaceManager::_compactZonesCheck()
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newZoneLists[ newZoneId ] = mZoneLists[ oldZoneId ];
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if (mZoneLists[ newZoneId ] == NULL)
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continue;
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// Update entries.
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for( SceneObject::ZoneRef* ref = newZoneLists[ newZoneId ]; ref != NULL; ref = ref->nextInBin )
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ref->zone = newZoneId;
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for (SceneObject* obj : mZoneLists[ newZoneId ]->getObjects())
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{
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mObjectZoneLists.replaceListBin(obj->mZoneListHandle, oldZoneId, newZoneId);
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}
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}
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}
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@ -415,6 +406,9 @@ void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
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_queryZoneSpaces( object->getWorldBox() );
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U32 numZones = 0;
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U32* zones = mObjectZoneLists.getValues(object->mZoneListHandle, numZones);
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const U32 numZoneSpaces = mZoneSpacesQueryList.size();
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if( !numZoneSpaces )
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{
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@ -422,8 +416,7 @@ void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
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// root zone, then we don't need an update. Otherwise, we do.
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if( object->mNumCurrZones == 1 &&
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object->mZoneRefHead &&
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object->mZoneRefHead->zone == RootZoneId )
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zones[0] == RootZoneId )
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{
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object->mZoneRefDirty = false;
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return;
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@ -610,64 +603,99 @@ void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInit
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// just the outdoor zone. Finally, also do it for all object types that
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// we want to restrict to the outdoor zone.
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if( mNumActiveZones == 1 || object->isGlobalBounds() || object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK )
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_addToOutdoorZone( object );
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else
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bool outsideOnly = mNumActiveZones == 1 || object->isGlobalBounds() || (object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK);
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U32 numGlobalZones = 0;
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U32 remainingZones = SceneObject::MaxObjectZones;
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U32 globalZones[SceneObject::MaxObjectZones];
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if (!outsideOnly)
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{
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// Otherwise find all zones spaces that intersect with the object's
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// world box.
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if( !queryListInitialized )
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_queryZoneSpaces( object->getWorldBox() );
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if (!queryListInitialized)
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_queryZoneSpaces(object->getWorldBox());
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// Go through the zone spaces and link all zones that the object
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// overlaps.
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bool outsideIncluded = true;
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const U32 numZoneSpaces = mZoneSpacesQueryList.size();
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for( U32 i = 0; i < numZoneSpaces; ++ i )
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mTempObjectZones.clear();
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mTempObjectZones.reserve(numZoneSpaces);
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for (U32 i = 0; i < numZoneSpaces; ++i)
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{
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SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
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if( !zoneSpace )
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SceneZoneSpace* zoneSpace = dynamic_cast<SceneZoneSpace*>(mZoneSpacesQueryList[i]);
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if (!zoneSpace)
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continue;
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AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::_zoneInsert - SceneRootZone returned by zone space query" );
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AssertFatal(zoneSpace != getRootZone(), "SceneZoneSpaceManager::_zoneInsert - SceneRootZone returned by zone space query");
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// If we are inserting a zone space, then the query will turn up
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// the object itself at some point. Skip it.
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if( zoneSpace == object )
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if (zoneSpace == object)
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continue;
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// Find the zones that the object overlaps within
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// the zone space.
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U32 numZones = 0;
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U32 zones[ SceneObject::MaxObjectZones ];
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bool overlapsOutside = zoneSpace->getOverlappingZones( object, zones, numZones );
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AssertFatal( numZones != 0 || overlapsOutside,
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"SceneZoneSpaceManager::_zoneInsert - Object must be fully contained in one or more zones or intersect the outside zone" );
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U32 zones[SceneObject::MaxObjectZones];
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bool overlapsOutside = zoneSpace->getOverlappingZones(object, zones, numZones);
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AssertFatal(numZones != 0 || overlapsOutside,
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"SceneZoneSpaceManager::_zoneInsert - Object must be fully contained in one or more zones or intersect the outside zone");
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outsideIncluded &= overlapsOutside; // Only include outside if *none* of the zones fully contains the object.
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// Link the object to the zones.
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// Clamp the zone count
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numZones = getMin(remainingZones, numZones);
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for( U32 n = 0; n < numZones; ++ n )
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_addToZoneList( zones[ n ], object );
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if (numZones > 0)
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{
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// Add to temp list
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TempZoneRecord zoneRecord;
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zoneRecord.numZones = numZones;
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zoneRecord.space = zoneSpace;
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zoneRecord.startZone = numGlobalZones;
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dCopyArray(globalZones + numGlobalZones, zones, numZones);
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// Let the zone manager know we have added objects to its
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// zones.
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mTempObjectZones.push_back(zoneRecord);
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zoneSpace->_onZoneAddObject(object, zones + zoneRecord.startZone, numZones);
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if( numZones > 0 )
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zoneSpace->_onZoneAddObject( object, zones, numZones );
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numGlobalZones += zoneRecord.numZones;
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remainingZones -= zoneRecord.numZones;
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}
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}
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// If the object crosses into the outside zone or hasn't been
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// added to any zone above, add it to the outside zone.
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if( outsideIncluded )
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_addToOutdoorZone( object );
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if (outsideOnly || (outsideIncluded && remainingZones > 0))
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{
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TempZoneRecord zoneRecord;
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zoneRecord.numZones = 1;
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zoneRecord.space = static_cast<SceneZoneSpace*>(getRootZone());
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zoneRecord.startZone = numGlobalZones;
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globalZones[numGlobalZones++] = RootZoneId;
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mTempObjectZones.push_back(zoneRecord);
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}
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}
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for (TempZoneRecord record : mTempObjectZones)
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{
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// Let the zone manager know we have added objects to its
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// zones.
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_setObjectZoneList(object, numGlobalZones, globalZones);
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if (record.numZones > 0)
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{
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record.space->_onZoneAddObject(object, globalZones + record.startZone, record.numZones);
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}
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}
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// Mark the zoning state of the object as current.
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@ -679,65 +707,76 @@ void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInit
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void SceneZoneSpaceManager::_zoneRemove( SceneObject* obj )
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{
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if (obj->mZoneListHandle == 0)
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return;
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PROFILE_SCOPE( SceneZoneSpaceManager_zoneRemove );
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// Remove the object from the zone lists.
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for( SceneObject::ZoneRef* walk = obj->mZoneRefHead; walk != NULL; )
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U32 numZones = 0;
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U32* zones = NULL;
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zones = mObjectZoneLists.getValues(obj->mZoneListHandle, numZones);
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for (U32 i=0; i<numZones; i++)
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{
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// Let the zone owner know we are removing an object
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// from its zones.
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getZoneOwner( walk->zone )->_onZoneRemoveObject( walk->object );
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// Now remove the ZoneRef link this object has in the
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// zone list of the current zone.
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SceneObject::ZoneRef* remove = walk;
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walk = walk->nextInObj;
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remove->prevInBin->nextInBin = remove->nextInBin;
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if( remove->nextInBin )
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remove->nextInBin->prevInBin = remove->prevInBin;
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smZoneRefChunker.free( remove );
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getZoneOwner( zones[i] )->_onZoneRemoveObject(obj);
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}
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// Clear the object's zoning state.
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obj->mZoneRefHead = NULL;
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mObjectZoneLists.freeList(obj->mZoneListHandle);
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obj->mZoneListHandle = 0;
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obj->mZoneRefDirty = false;
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obj->mNumCurrZones = 0;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::_addToZoneList( U32 zoneId, SceneObject* object )
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/// Realloc zoning state to the given object.
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void SceneZoneSpaceManager::_zoneRealloc(SceneObject* object, bool queryListInitialized)
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{
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SceneObject::ZoneRef* zoneList = mZoneLists[ zoneId ];
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if (object->mZoneListHandle == 0)
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return _zoneInsert(object, queryListInitialized);
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AssertFatal( zoneList != NULL, "SceneZoneSpaceManager::_addToZoneList - Zone list not initialized" );
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AssertFatal( object != zoneList->object, "SCene::_addToZoneList - Cannot add zone to itself" );
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SceneObject::ZoneRef* newRef = smZoneRefChunker.alloc();
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}
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// Add the object to the zone list.
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//-----------------------------------------------------------------------------
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newRef->zone = zoneId;
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newRef->object = object;
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newRef->nextInBin = zoneList->nextInBin;
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newRef->prevInBin = zoneList;
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void SceneZoneSpaceManager::_setObjectZoneList( SceneObject* object, U32 numZones, U32* zoneList )
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{
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#ifdef TORQUE_ENABLE_ASSERTS
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SceneZoneSpace* zoneSpace = dynamic_cast<SceneZoneSpace*>(object);
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if (zoneSpace)
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{
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for (U32 i = 0; i < numZones; i++)
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{
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bool inRange = zoneList[i] >= zoneSpace->mZoneRangeStart && zoneList[i] < (zoneSpace->mZoneRangeStart+zoneSpace->mNumZones);
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AssertFatal(!inRange, "SCene::_addToZoneList - Cannot add zone to itself");
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}
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}
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#endif
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if( zoneList->nextInBin )
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zoneList->nextInBin->prevInBin = newRef;
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// Alloc or re-use entry
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zoneList->nextInBin = newRef;
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// Add the zone to the object list.
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newRef->nextInObj = object->mZoneRefHead;
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object->mZoneRefHead = newRef;
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object->mNumCurrZones ++;
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if (object->mZoneListHandle == 0)
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{
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object->mZoneListHandle = mObjectZoneLists.allocList(numZones, zoneList);
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}
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else if (numZones == 0)
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{
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mObjectZoneLists.freeList(object->mZoneListHandle);
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object->mZoneListHandle = 0;
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}
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else
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{
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mObjectZoneLists.reallocList(object->mZoneListHandle, numZones, zoneList);
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}
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}
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//-----------------------------------------------------------------------------
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@ -746,31 +785,16 @@ void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
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{
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AssertFatal( zoneId < getNumZones(), "SceneZoneSpaceManager::_clearZoneList - Zone ID out of range" );
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SceneObject::ZoneRef* list = mZoneLists[ zoneId ];
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ZoneObjectList* list = mZoneLists[zoneId];
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SceneZoneSpace* zoneSpace = getZoneOwner( zoneId );
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// Go through the objects in the zone list and unlink and
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// delete their zone entries.
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for( SceneObject::ZoneRef* walk = list->nextInBin; walk != NULL; walk = walk->nextInBin )
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for( SceneObject* object : list->getObjects() )
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{
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SceneObject* object = walk->object;
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AssertFatal( object != NULL, "SceneZoneSpaceManager::_clearZoneList - Object field not set on link" );
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// The zone entry links on the objects are singly-linked lists
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// linked through nextInObject so we need to find where in the
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// objects zone entry list the node for the current zone is.
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SceneObject::ZoneRef** ptrNext = &object->mZoneRefHead;
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while( *ptrNext && *ptrNext != walk )
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ptrNext = &( *ptrNext )->nextInObj;
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AssertFatal( *ptrNext == walk, "SceneZoneSpaceManager::_clearZoneList - Zone entry not found on object in zone list!");
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// Unlink and delete the entry.
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*ptrNext = ( *ptrNext )->nextInObj;
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smZoneRefChunker.free( walk );
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AssertFatal( object->mNumCurrZones > 0, "SceneZoneSpaceManager::_clearZoneList - Bad reference count" );
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object->mNumCurrZones --;
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@ -778,47 +802,30 @@ void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
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// its zoning state as dirty so it will get assigned
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// to the outdoor zone on the next update.
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if( !object->mZoneRefHead )
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if( object->mNumCurrZones == 0 )
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object->mZoneRefDirty = true;
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// Let the zone know we have removed the object.
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zoneSpace->_onZoneRemoveObject( object );
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}
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list->nextInBin = NULL;
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}
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//-----------------------------------------------------------------------------
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SceneObject::ZoneRef* SceneZoneSpaceManager::_findInZoneList( U32 zoneId, SceneObject* object ) const
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bool SceneZoneSpaceManager::_isInZoneList( U32 zoneId, SceneObject* object ) const
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{
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for( SceneObject::ZoneRef* ref = object->mZoneRefHead; ref != NULL; ref = ref->nextInObj )
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if( ref->zone == zoneId )
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return ref;
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SceneZoneSpaceManager::ZoneObjectList* list = mZoneLists[zoneId];
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if (list == NULL)
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return false;
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return NULL;
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}
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for (SceneObject* obj : list->getObjects())
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{
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if (obj == object)
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return true;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::_addToOutdoorZone( SceneObject* object )
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{
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AssertFatal( !object->mZoneRefHead || !_findInZoneList( RootZoneId, object ),
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"SceneZoneSpaceManager::_addToOutdoorZone - Object already added to outdoor zone" );
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// Add the object to the outside's zone list. This method is always called
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// *last* after the object has already been assigned to any other zone it
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// intersects. Since we always prepend to the zoning lists, this means that
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// the outdoor zone will always be *first* in the list of zones that an object
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// is assigned to which generally is a good order.
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_addToZoneList( RootZoneId, object );
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// Let the zone know we added an object to it.
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const U32 zoneId = RootZoneId;
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static_cast< SceneZoneSpace* >( getRootZone() )->_onZoneAddObject( object, &zoneId, 1 );
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return false;
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}
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//-----------------------------------------------------------------------------
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@ -880,12 +887,11 @@ void SceneZoneSpaceManager::verifyState()
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AssertFatal( isValidZoneId( zoneId ), "SceneZoneSpaceManager::verifyState - Zone space is assigned in invalid zone ID!" );
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AssertFatal( mZoneLists[ zoneId ] != NULL, "SceneZoneSpaceManager::verifyState - Zone list missing for zone!" );
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AssertFatal( mZoneLists[ zoneId ]->object == space, "SceneZoneSpaceManager::verifyState - Zone list entry #0 is not referring back to zone!" );
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AssertFatal( mZoneLists[ zoneId ]->mManager == space, "SceneZoneSpaceManager::verifyState - Zone list entry #0 is not referring back to zone!" );
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for( SceneObject::ZoneRef* ref = mZoneLists[ zoneId ]; ref != NULL; ref = ref->nextInBin )
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for( SceneObject* object : mZoneLists[ zoneId ]->getObjects() )
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{
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AssertFatal( ref->zone == zoneId, "SceneZoneSpaceManager::verifyState - Incorrect ID in zone list!" );
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AssertFatal( ref->object != NULL, "SceneZoneSpaceManager::verifyState - Null object pointer in zone list!" );
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AssertFatal( mObjectZoneLists.containsBinItem(object->mZoneListHandle, zoneId), "SceneZoneSpaceManager::verifyState - Object doesn't have zone in list!");
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#ifndef TORQUE_DISABLE_MEMORY_MANAGER
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Memory::checkPtr( ref->object );
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@ -921,3 +927,32 @@ void SceneZoneSpaceManager::verifyState()
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//TODO: can do a lot more validation here
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}
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//-----------------------------------------------------------------------------
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SceneZoneSpaceManager::ZoneObjectList* SceneZoneSpaceManager::_allocZoneList(SceneZoneSpace* space)
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{
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SceneZoneSpaceManager::ZoneObjectList* ret = NULL;
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if (!mZoneListPool.empty())
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{
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ret = mZoneListPool.last();
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ret->mManager = space;
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mZoneListPool.pop_back();
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}
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||||
else
|
||||
{
|
||||
ret = new SceneZoneSpaceManager::ZoneObjectList(space);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneZoneSpaceManager::_freeZoneList(SceneZoneSpaceManager::ZoneObjectList* list)
|
||||
{
|
||||
list->mManager = NULL;
|
||||
list->getObjects().clear();
|
||||
mZoneListPool.push_back(list);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue