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mirror of https://github.com/godotengine/godot.git synced 2025-12-02 16:48:55 +00:00

Optimize scene tree groups

This commit is contained in:
dementive
2025-07-10 22:09:56 -05:00
parent c6d130abd9
commit 56fa8caef4
8 changed files with 35 additions and 43 deletions

View File

@@ -246,12 +246,12 @@ void NavMeshGenerator2D::set_generator_parsers(LocalVector<NavMeshGeometryParser
}
void NavMeshGenerator2D::generator_parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node) {
List<Node *> parse_nodes;
Vector<Node *> parse_nodes;
if (p_navigation_mesh->get_source_geometry_mode() == NavigationPolygon::SOURCE_GEOMETRY_ROOT_NODE_CHILDREN) {
parse_nodes.push_back(p_root_node);
} else {
p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_geometry_group_name(), &parse_nodes);
parse_nodes = p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_geometry_group_name());
}
Transform2D root_node_transform = Transform2D();

View File

@@ -278,12 +278,12 @@ void NavMeshGenerator3D::set_generator_parsers(LocalVector<NavMeshGeometryParser
}
void NavMeshGenerator3D::generator_parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_root_node) {
List<Node *> parse_nodes;
Vector<Node *> parse_nodes;
if (p_navigation_mesh->get_source_geometry_mode() == NavigationMesh::SOURCE_GEOMETRY_ROOT_NODE_CHILDREN) {
parse_nodes.push_back(p_root_node);
} else {
p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_group_name(), &parse_nodes);
parse_nodes = p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_group_name());
}
Transform3D root_node_transform = Transform3D();

View File

@@ -117,8 +117,7 @@ PackedStringArray CanvasModulate::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (is_in_canvas && is_visible_in_tree()) {
List<Node *> nodes;
get_tree()->get_nodes_in_group("_canvas_modulate_" + itos(get_canvas().get_id()), &nodes);
Vector<Node *> nodes = get_tree()->get_nodes_in_group("_canvas_modulate_" + itos(get_canvas().get_id()));
if (nodes.size() > 1) {
warnings.push_back(RTR("Only one visible CanvasModulate is allowed per canvas.\nWhen there are more than one, only one of them will be active. Which one is undefined."));

View File

@@ -1565,22 +1565,20 @@ Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
return E->value.nodes[0];
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
Vector<Node *> SceneTree::get_nodes_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
return {};
}
_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->value.nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
return {};
}
return E->value.nodes;
}
void SceneTree::_flush_delete_queue() {

View File

@@ -408,7 +408,7 @@ public:
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
Vector<Node *> get_nodes_in_group(const StringName &p_group);
Node *get_first_node_in_group(const StringName &p_group);
bool has_group(const StringName &p_identifier) const;
int get_node_count_in_group(const StringName &p_group) const;

View File

@@ -226,8 +226,7 @@ void ShaderGlobalsOverride::_get_property_list(List<PropertyInfo> *p_list) const
void ShaderGlobalsOverride::_activate() {
ERR_FAIL_NULL(get_tree());
List<Node *> nodes;
get_tree()->get_nodes_in_group(SceneStringName(shader_overrides_group_active), &nodes);
Vector<Node *> nodes = get_tree()->get_nodes_in_group(SceneStringName(shader_overrides_group_active));
if (nodes.is_empty()) {
//good we are the only override, enable all
active = true;

View File

@@ -4302,8 +4302,7 @@ Camera2D *Viewport::get_camera_2d() const {
void Viewport::assign_next_enabled_camera_2d(const StringName &p_camera_group) {
ERR_MAIN_THREAD_GUARD;
List<Node *> camera_list;
get_tree()->get_nodes_in_group(p_camera_group, &camera_list);
Vector<Node *> camera_list = get_tree()->get_nodes_in_group(p_camera_group);
Camera2D *new_camera = nullptr;
for (Node *E : camera_list) {

View File

@@ -160,16 +160,15 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tr
}
SUBCASE("Node should be accessible via group") {
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK(nodes.is_empty());
node->add_to_group("nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK_EQ(nodes.size(), 1);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node);
Node *E = nodes.get(0);
CHECK_EQ(E, node);
}
SUBCASE("Node should be possible to find") {
@@ -394,11 +393,10 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
}
SUBCASE("Nodes should be accessible via their groups") {
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK(nodes.is_empty());
SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
CHECK(nodes.is_empty());
node1->add_to_group("nodes");
@@ -406,34 +404,34 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
node1_1->add_to_group("nodes");
node1_1->add_to_group("other_nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK_EQ(nodes.size(), 2);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node1);
E = E->next();
CHECK_EQ(E->get(), node1_1);
Node *E = nodes.get(0);
CHECK_EQ(E, node1);
E = nodes.get(1);
CHECK_EQ(E, node1_1);
// Clear and try again with the other group.
nodes.clear();
SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
CHECK_EQ(nodes.size(), 2);
E = nodes.front();
CHECK_EQ(E->get(), node1_1);
E = E->next();
CHECK_EQ(E->get(), node2);
E = nodes.get(0);
CHECK_EQ(E, node1_1);
E = nodes.get(1);
CHECK_EQ(E, node2);
// Clear and try again with the other group and one node removed.
nodes.clear();
node1->remove_from_group("nodes");
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK_EQ(nodes.size(), 1);
E = nodes.front();
CHECK_EQ(E->get(), node1_1);
E = nodes.get(0);
CHECK_EQ(E, node1_1);
}
SUBCASE("Nodes added as siblings of another node should be right next to it") {
@@ -472,12 +470,11 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
node1->add_to_group("nodes");
node1->replace_by(node2, true);
List<Node *> nodes;
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
CHECK_EQ(nodes.size(), 1);
List<Node *>::Element *E = nodes.front();
CHECK_EQ(E->get(), node2);
Node *E = nodes.get(0);
CHECK_EQ(E, node2);
}
SUBCASE("Duplicating a node should also duplicate the children") {