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-e03cc46cb475
master
cutealien 2019-05-26 15:45:19 +00:00
parent 278f5f14e4
commit 574357cb28
1 changed files with 37 additions and 28 deletions

View File

@ -96,38 +96,47 @@ void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
// calculate children
if (!node->Box.isEmpty() && (s32)node->Triangles.size() > MinimalPolysPerNode)
for (s32 ch=0; ch<8; ++ch)
{
box.reset(middle);
box.addInternalPoint(edges[ch]);
node->Child[ch] = new SOctreeNode();
for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
for (s32 ch=0; ch<8; ++ch)
{
if (node->Triangles[i].isTotalInsideBox(box))
box.reset(middle);
box.addInternalPoint(edges[ch]);
node->Child[ch] = new SOctreeNode();
for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
{
node->Child[ch]->Triangles.push_back(node->Triangles[i]);
//node->Triangles.erase(i);
//--i;
if (node->Triangles[i].isTotalInsideBox(box))
{
node->Child[ch]->Triangles.push_back(node->Triangles[i]);
//node->Triangles.erase(i);
//--i;
}
else
{
keepTriangles.push_back(node->Triangles[i]);
}
}
memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
sizeof(core::triangle3df)*keepTriangles.size());
node->Triangles.set_used(keepTriangles.size());
keepTriangles.set_used(0);
}
// Note: We use an extra loop to construct child-nodes instead of doing
// that in above loop to avoid memory fragmentation which happens if
// the code has to switch between allocating memory for this node and
// the child nodes (thanks @Squarefox for noting this).
for (s32 ch=0; ch<8; ++ch)
{
if (node->Child[ch]->Triangles.empty())
{
delete node->Child[ch];
node->Child[ch] = 0;
}
else
{
keepTriangles.push_back(node->Triangles[i]);
}
constructOctree(node->Child[ch]);
}
memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
sizeof(core::triangle3df)*keepTriangles.size());
node->Triangles.set_used(keepTriangles.size());
keepTriangles.set_used(0);
if (node->Child[ch]->Triangles.empty())
{
delete node->Child[ch];
node->Child[ch] = 0;
}
else
constructOctree(node->Child[ch]);
}
}
@ -136,7 +145,7 @@ void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box,
const core::matrix4* transform, bool useNodeTransform,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
@ -220,7 +229,7 @@ void COctreeTriangleSelector::getTrianglesFromOctree(
// new version: from user Piraaate
void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize,
s32& outTriangleCount, const core::line3d<f32>& line,
const core::matrix4* transform, bool useNodeTransform,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
#if 0