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Implement Bounding Box Hierarchy in Path
#6630
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Split from #6613 which serves as base implementation of BBH inside a
Path
. By it's own this pr only improvesPath.ReceivePositionalInputAt
performance.Structure
When passing path vertices to the
PathBBH
we will be building a binary tree (from bottom to top), in which most-bottom row will contain path segments and their bounding boxes. Then we will update all the parent nodes with combined bounds of left and right children.Of course not all paths have 2^n segments, so we need to create such a tree which will be able to scale to any amount of segments without having empty nodes to reduce memory needed to store them. All the nodes are stored in an array of size roughly ~2n segment count in the following order:
[nodes from the 0 depth from left to right][nodes from the 1 depth from left to right]...[nodes from the n-1 depth from left to right][leafs(segments)]
. Array will be populated from end to start starting with leafs and then their parents and their parents and so on. And in the end the whole tree is built in just 1 cycle.Path.SetVertices
benchmarkmaster:
pr:
pr (after 06d895d):
While pr values are about ~2.5x slower (with more micro-optimisations can be improved further, target would be 2x given amount of nodes processed is ~2x segment count), it's worth noting that in case of master (with snaking sliders) we will see these timings each frame and with #6613 - only once, and then timings from
Path.SetStartProgress
table (which are basically nothing)Path.ReceivePositionalInputAt
benchmarkmaster:
pr: