Re: [osg-users] LineSegmentIntersector::intersect + performance

2018-06-27 Thread Guy Volckaert
Excellent. I tested it and everything seems to work as expected. Thanks for the 
quick response. 

BTW: I'm also investigating a way to somehow "cache" the last drawable that we 
intersected with (terrain only). If this works, it could prove to be a 
significant performance gain in  situations where we simulate ground vehicles 
or lifeforms (for example), since their speed is relatively slow and the 
probably of intersecting the same geometry at the next frame is very high. My 
objective is to try to intersect with the cached drawable first, and there's no 
intersection then fallback to intersecting the entire terrain.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74198#74198





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LineSegmentIntersector::intersect + performance

2018-06-26 Thread Robert Osfield
HI Guy,

On Tue, 26 Jun 2018 at 20:10, Robert Osfield  wrote:
> As for the creation or the Settings object on the heap, as it's a
> local new/delete and operation within a single thread it is probably
> safe to replace with an object on the stack.

I have implemented this and checked it into the 3.6 branch.  Could you
test this?

   
https://github.com/openscenegraph/OpenSceneGraph/commit/cbcf7015bba30020c4a6427a9d5f926641dc4096

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LineSegmentIntersector::intersect + performance

2018-06-26 Thread Robert Osfield
Hi Guy,

Just how many separate LineSegmentIntersection and  Drawables are you
trying to intersect with?

As for the creation or the Settings object on the heap, as it's a
local new/delete and operation within a single thread it is probably
safe to replace with an object on the stack.

Robert.
On Tue, 26 Jun 2018 at 19:06, Volckaert, Guy (CA - MTS)
 wrote:
>
> Hi,
>
> I recently upgraded to the OSG v3.6.1 and I noticed that the new 
> LineSegmentIntersector has changed significantly compared to v3.4.0. As I was 
> reviewing the changes, I noticed that the LineSegmentIntersector now 
> allocates an instance of LineSegmentIntersectorUtils::Settings every time the 
> IntersectionVisitor intercepts a drawable.
>
> From a purely efficiency standpoint, I was wondering if we could do better. 
> Intersection were relatively slow in the past and now it seems that we made 
> even slower. That being said, I'm pretty sure there's a valid reason for why 
> it was done this way. Before I look at alternative solutions, I was wondering 
> if anyone could share for reasons.
>
> Below is a snip-it of the function:
>
> void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv, 
> osg::Drawable* drawable,
>const osg::Vec3d& s, const osg::Vec3d& 
> e)
> {
> if (reachedLimit()) return;
>
> osg::ref_ptr settings = new 
> LineSegmentIntersectorUtils::Settings; // << HERE 
> settings->_lineSegIntersector = this;
> settings->_iv = 
> settings->_drawable = drawable;
> settings->_limitOneIntersection = (_intersectionLimit == 
> LIMIT_ONE_PER_DRAWABLE || _intersectionLimit == LIMIT_ONE);
>
> osg::Geometry* geometry = drawable->asGeometry();
> if (geometry)
> {
> settings->_vertices = 
> dynamic_cast(geometry->getVertexArray());
> }
>
> osg::KdTree* kdTree = iv.getUseKdTreeWhenAvailable() ? 
> dynamic_cast(drawable->getShape()) : 0;
>
> if (getPrecisionHint()==USE_DOUBLE_CALCULATIONS)
> {
> 
> osg::TemplatePrimitiveFunctor  double> > intersector;
> intersector.set(s,e, settings.get());
>
> if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0));
> else drawable->accept(intersector);
> }
> else
> {
> 
> osg::TemplatePrimitiveFunctor  float> > intersector;
> intersector.set(s,e, settings.get());
>
> if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0));
> else drawable->accept(intersector);
> }
> }
>
> Regards,
>
> Guy Volckaert, ing.
> Snr Software Engineer
>
> Meggitt Training Systems (Quebec) Inc.
> Systèmes d'entraînement Meggitt (Québec) Inc.
> 6140 Henri Bourassa West
> Montreal, Quebec, H4R 3A6
> Canada
>
> Tel: 1 (514) 339 9938 Ext 617
> Fax: 1 (514) 339 2641
> Cell: 1 (514) 928-5641
> email: guy.volcka...@meggitt.com
> url; www.meggitt.com
> skype: guy.volckaert
>
> Svp. Considérez l'environnement avant d'imprimer
> Please consider the environment before printing this e-mail.
>
>
> 
>
>
> This e-mail may contain proprietary information and/or copyright material. 
> This e-mail is intended for the use of the addressee only. Any unauthorized 
> use may be unlawful. If you receive this e-mail by mistake, please advise the 
> sender immediately by using the reply facility in your e-mail software.
>
> Information contained in and/or attached to this document may be subject to 
> export control regulations of the European Community, USA, or other 
> countries. Each recipient of this document is responsible to ensure that 
> usage and/or transfer of any information contained in this document complies 
> with all relevant export control regulations. If you are in any doubt about 
> the export control restrictions that apply to this information, please 
> contact the sender immediately.
>
> Be aware that Meggitt may monitor incoming and outgoing e-mails to ensure 
> compliance with the Meggitt IT Use policy.
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] LineSegmentIntersector::intersect + performance

2018-06-26 Thread Volckaert, Guy (CA - MTS)
Hi,

I recently upgraded to the OSG v3.6.1 and I noticed that the new 
LineSegmentIntersector has changed significantly compared to v3.4.0. As I was 
reviewing the changes, I noticed that the LineSegmentIntersector now allocates 
an instance of LineSegmentIntersectorUtils::Settings every time the 
IntersectionVisitor intercepts a drawable.

>From a purely efficiency standpoint, I was wondering if we could do better. 
>Intersection were relatively slow in the past and now it seems that we made 
>even slower. That being said, I'm pretty sure there's a valid reason for why 
>it was done this way. Before I look at alternative solutions, I was wondering 
>if anyone could share for reasons.

Below is a snip-it of the function:

void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv, 
osg::Drawable* drawable,
   const osg::Vec3d& s, const osg::Vec3d& e)
{
if (reachedLimit()) return;

osg::ref_ptr settings = new 
LineSegmentIntersectorUtils::Settings; // << HERE 
settings->_lineSegIntersector = this;
settings->_iv = 
settings->_drawable = drawable;
settings->_limitOneIntersection = (_intersectionLimit == 
LIMIT_ONE_PER_DRAWABLE || _intersectionLimit == LIMIT_ONE);

osg::Geometry* geometry = drawable->asGeometry();
if (geometry)
{
settings->_vertices = 
dynamic_cast(geometry->getVertexArray());
}

osg::KdTree* kdTree = iv.getUseKdTreeWhenAvailable() ? 
dynamic_cast(drawable->getShape()) : 0;

if (getPrecisionHint()==USE_DOUBLE_CALCULATIONS)
{

osg::TemplatePrimitiveFunctor > intersector;
intersector.set(s,e, settings.get());

if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0));
else drawable->accept(intersector);
}
else
{

osg::TemplatePrimitiveFunctor > intersector;
intersector.set(s,e, settings.get());

if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0));
else drawable->accept(intersector);
}
}

Regards,

Guy Volckaert, ing.
Snr Software Engineer

Meggitt Training Systems (Quebec) Inc.
Systèmes d'entraînement Meggitt (Québec) Inc.
6140 Henri Bourassa West
Montreal, Quebec, H4R 3A6
Canada

Tel: 1 (514) 339 9938 Ext 617
Fax: 1 (514) 339 2641
Cell: 1 (514) 928-5641
email: guy.volcka...@meggitt.com
url; www.meggitt.com
skype: guy.volckaert

Svp. Considérez l'environnement avant d'imprimer
Please consider the environment before printing this e-mail.





This e-mail may contain proprietary information and/or copyright material. This 
e-mail is intended for the use of the addressee only. Any unauthorized use may 
be unlawful. If you receive this e-mail by mistake, please advise the sender 
immediately by using the reply facility in your e-mail software.

Information contained in and/or attached to this document may be subject to 
export control regulations of the European Community, USA, or other countries. 
Each recipient of this document is responsible to ensure that usage and/or 
transfer of any information contained in this document complies with all 
relevant export control regulations. If you are in any doubt about the export 
control restrictions that apply to this information, please contact the sender 
immediately.

Be aware that Meggitt may monitor incoming and outgoing e-mails to ensure 
compliance with the Meggitt IT Use policy.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org