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Optimize scene node child removal to constant time (#275)
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73e62f8676
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@ -15,6 +15,7 @@
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#include "matrix4.h"
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#include "IAttributes.h"
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#include <list>
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#include <optional>
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namespace irr
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{
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@ -275,33 +276,33 @@ namespace scene
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child->grab();
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child->remove(); // remove from old parent
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Children.push_back(child);
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// Note: This iterator is not invalidated until we erase it.
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child->ThisIterator = Children.insert(Children.end(), child);
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child->Parent = this;
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}
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}
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//! Removes a child from this scene node.
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/** If found in the children list, the child pointer is also
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dropped and might be deleted if no other grab exists.
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/**
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\param child A pointer to the child which shall be removed.
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\return True if the child was removed, and false if not,
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e.g. because it couldn't be found in the children list. */
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e.g. because it belongs to a different parent or no parent. */
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virtual bool removeChild(ISceneNode* child)
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{
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ISceneNodeList::iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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if ((*it) == child)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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if (child->Parent != this)
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return false;
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// The iterator must be set since the parent is not null.
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_IRR_DEBUG_BREAK_IF(!child->ThisIterator.has_value());
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auto it = *child->ThisIterator;
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child->ThisIterator = std::nullopt;
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child->Parent = nullptr;
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child->drop();
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Children.erase(it);
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return true;
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}
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return false;
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}
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//! Removes all children of this scene node
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/** The scene nodes found in the children list are also dropped
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@ -309,13 +310,11 @@ namespace scene
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*/
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virtual void removeAll()
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{
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ISceneNodeList::iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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for (auto &child : Children) {
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child->Parent = nullptr;
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child->ThisIterator = std::nullopt;
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child->drop();
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}
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Children.clear();
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}
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@ -508,10 +507,8 @@ namespace scene
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grab();
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remove();
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Parent = newParent;
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if (Parent)
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Parent->addChild(this);
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if (newParent)
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newParent->addChild(this);
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drop();
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}
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@ -618,12 +615,15 @@ namespace scene
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//! Relative scale of the scene node.
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core::vector3df RelativeScale;
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//! Pointer to the parent
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ISceneNode* Parent;
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//! List of all children of this node
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std::list<ISceneNode*> Children;
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//! Iterator pointing to this node in the parent's child list.
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std::optional<ISceneNodeList::iterator> ThisIterator;
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//! Pointer to the parent
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ISceneNode* Parent;
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//! Pointer to the scene manager
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ISceneManager* SceneManager;
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