Reduce memory fragmentation in COctreeTriangleSelector.
Thx@ Squarefox for reporting (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=52484) Basically the loop was split into 2 loops so children do their allocations after the parent node has finished his. Otherwise we got fragmentation by chaotic allocation order where parents/childs switched all the time. Also indention of loop changed (sorry, should have done that before). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5812 dfc29bdd-3216-0410-991c-e03cc46cb475master
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278f5f14e4
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574357cb28
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@ -96,38 +96,47 @@ void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
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// calculate children
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if (!node->Box.isEmpty() && (s32)node->Triangles.size() > MinimalPolysPerNode)
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for (s32 ch=0; ch<8; ++ch)
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{
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box.reset(middle);
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box.addInternalPoint(edges[ch]);
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node->Child[ch] = new SOctreeNode();
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for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
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for (s32 ch=0; ch<8; ++ch)
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{
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if (node->Triangles[i].isTotalInsideBox(box))
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box.reset(middle);
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box.addInternalPoint(edges[ch]);
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node->Child[ch] = new SOctreeNode();
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for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
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{
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node->Child[ch]->Triangles.push_back(node->Triangles[i]);
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//node->Triangles.erase(i);
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//--i;
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if (node->Triangles[i].isTotalInsideBox(box))
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{
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node->Child[ch]->Triangles.push_back(node->Triangles[i]);
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//node->Triangles.erase(i);
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//--i;
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}
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else
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{
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keepTriangles.push_back(node->Triangles[i]);
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}
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}
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memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
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sizeof(core::triangle3df)*keepTriangles.size());
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node->Triangles.set_used(keepTriangles.size());
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keepTriangles.set_used(0);
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}
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// Note: We use an extra loop to construct child-nodes instead of doing
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// that in above loop to avoid memory fragmentation which happens if
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// the code has to switch between allocating memory for this node and
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// the child nodes (thanks @Squarefox for noting this).
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for (s32 ch=0; ch<8; ++ch)
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{
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if (node->Child[ch]->Triangles.empty())
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{
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delete node->Child[ch];
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node->Child[ch] = 0;
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}
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else
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{
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keepTriangles.push_back(node->Triangles[i]);
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}
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constructOctree(node->Child[ch]);
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}
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memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
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sizeof(core::triangle3df)*keepTriangles.size());
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node->Triangles.set_used(keepTriangles.size());
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keepTriangles.set_used(0);
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if (node->Child[ch]->Triangles.empty())
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{
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delete node->Child[ch];
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node->Child[ch] = 0;
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}
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else
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constructOctree(node->Child[ch]);
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}
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}
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@ -136,7 +145,7 @@ void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
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void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform, bool useNodeTransform,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
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@ -220,7 +229,7 @@ void COctreeTriangleSelector::getTrianglesFromOctree(
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// new version: from user Piraaate
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void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::line3d<f32>& line,
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const core::matrix4* transform, bool useNodeTransform,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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#if 0
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