Optimize Node.collideWith with no additional CollisionResults allocation
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/*
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* Copyright (c) 2009-2014 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.collision;
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import java.util.Collections;
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import java.util.Iterator;
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import java.util.List;
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/**
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* <code>DummyCollisionResults</code> is an empty "dummy" collection returned as a result of a
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* collision detection operation done by {@link Collidable}.
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* Its purpose is to avoid allocation of CollisionResults and its content,
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* when collisionResults are out of our interest.
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* Using the same API Collidable.collideWith() instead of possibly some new countCollideWith() implementation
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* is chosen to keep the collision detection code "DRY", @see <a href="http://en.wikipedia.org/wiki/Don%27t_repeat_yourself">Don't repeat yourself</a>
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*
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* @author Bebul
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*/
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public class DummyCollisionResults extends CollisionResults {
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// the singleton for DummyCollisionResults is sufficient
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private static DummyCollisionResults instance = null;
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// exists only to defeat instantiation
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protected DummyCollisionResults() {}
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// classic singleton instance
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public static DummyCollisionResults getInstance() {
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if ( instance == null ) {
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instance = new DummyCollisionResults();
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}
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return instance;
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}
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// Dummy implementation of CollisionResults
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// All methods can be dummy except for iterator
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@Override public void clear(){}
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// even dummy iterator should return valid iterator
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@Override public Iterator<CollisionResult> iterator() {
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List<CollisionResult> dumbCompiler = Collections.emptyList();
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return dumbCompiler.iterator();
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}
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@Override public void addCollision(CollisionResult result){}
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@Override public int size(){ return 0; }
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@Override public CollisionResult getClosestCollision(){ return null; }
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@Override public CollisionResult getFarthestCollision(){ return null; }
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@Override public CollisionResult getCollision(int index){ return null; }
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@Override public CollisionResult getCollisionDirect(int index){ return null; }
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}
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@ -34,6 +34,7 @@ package com.jme3.scene;
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import com.jme3.bounding.BoundingVolume;
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import com.jme3.collision.Collidable;
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import com.jme3.collision.CollisionResults;
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import com.jme3.collision.DummyCollisionResults;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.Savable;
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@ -491,13 +492,17 @@ public class Node extends Spatial implements Savable {
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int total = 0;
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// optimization: try collideWith BoundingVolume to avoid possibly redundant tests on children
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// number 4 in condition is somewhat arbitrary. When there is only one child, the boundingVolume test is redundant at all.
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// The idea is when there are few children, it can be too expensive to test boundingVolume first.
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if (children.size() > 4)
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{
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BoundingVolume bv = this.getWorldBound();
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if (bv==null) return 0;
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CollisionResults bvColRes = new CollisionResults();
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if (bv.collideWith(other, bvColRes) == 0) return 0;
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// use DummyCollisionResults to avoid allocation while making the call to any BoundingVolume.collideWith possible
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// moreover, the DummyCollisionResults operations are empty, so faster
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DummyCollisionResults dummyColRes = DummyCollisionResults.getInstance();
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if (bv.collideWith(other, dummyColRes) == 0) return 0;
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}
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for (Spatial child : children.getArray()){
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total += child.collideWith(other, results);
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