I jumped the gun on posting this entry, so those of you with RSS feeds may have seen an earlier draft go by. It was pointed out to me that perhaps I was trying to tackle too much in one entry, so I decided to split it up. The win for the reader is (hopefully) less jumbled thoughts from me. The win for me is three days' worth of entries. Win-win!
The title of this entry was shamefully stolen from Tom Forsyth's article on scene graphs (just say no):
The world is not a big tree - a coffee mug on a desk is not a child of the desk, or a sibling of any other mug, or a child of the house it's in or the parent of the coffee it contains or anything - it's just a mug. It sits there, bolted to nothing. Putting the entire world into a big tree is not an obvious thing to do as far as the real world is concerned.
Very succinctly put. Tom was talking about scene graphs, but the same criticism applies to the SceneTree introduced in the previous entry. Summing it up, we replace the scene graph with three systems: the SpatialGraph, the RenderQueue, and the SceneTree. The SpatialGraph deals with visibility determination. The RenderQueue is constructed from the SpatialGraph and efficiently issues render commands. The SceneTree handles animation and transform update. It is certainly a better breakdown that scene graphs, which try to do it all. Unfortunately, Tom's criticism of scene graphs still applies to the idea of a SceneTree.
I have no idea if the original author of the SceneTree concept is using a global tree structure. I just want to demonstrate that a straightforward implementation of SceneTree which used such a structure suffers from many of the same problems that a scene graph does. Given the amount of scene graphs I've seen over time, it is obvious that some people might be tempted to choose a global tree structure to implement a SceneTree.
First, let's take a step back and think about what we really need to accomplish with the SceneTree:
Having one root node for the entire world and having all these objects have be children of that root node makes no sense, or at the very least conveys no useful information. What does it mean to be a child of "the world" ? In a game, most of these things are going to be static -- they are the literal immovable object. Why clutter up our SceneTree with such things? Sure we might want to attach something to them (destructible lamp on a wall, for example), but that's the same as attaching it to the root frame of reference if the wall doesn't move. There may be some other special cases specific to a game (the wall can not move but it can disappear), but that's just it -- they are special cases that can be handled at a higher level.
Most of the same arguments apply with dynamic things -- the familial relationship with "the world" is not useful. What we've really got is a lot of potential root nodes for attachment -- a list or array of conceptual trees. But if nothing is attached to an object, does it need a hierarchical update? Probably not. Now, for code simplicity, it may be simpler to just treat those as a 1-node hierarchy, but if your number of objects which have attachments is relatively low to everything else, you may be better off using a separate data structure which only holds things that have an actual hierarchy.
- We have a number of objects that are in the world.
- These objects have transforms describing where they are in the world.
- For a relatively small number of objects, their transforms may be relative to some other frame of reference (i.e. a gun may be attached to a character).
- There may be different types of attachment -- you may have situations where you want translation to be relative and rotation absolute, or vice versa. Some attachments may be accomplished through physical constraints simulated in the physics system rather than perfect constraints in the update system.
- When a transform changes due to animation, physics, or other means, we want those changes to propagate to relative objects in the most efficient manner without doing redundant work.
- We want to have a large number of objects in the world with a large number of characters receiving animation.
What you'll find is while we have the concept of a global hierarchy, in reality we have a mostly boring common case and a relatively small number of objects that actually have hierarchical relationships.
The boring case is what Tom describes. Look around the room you are in right now, and you will find the vast majority of objects are just "there". They do not have any sort of child, parent, or sibling relationship with each other. While most will have physical constraints (gravity pushing down, whatever they are on pushing up), this is due to physical interaction, not a familial relationship. In most games, this sort of interaction is either static or simulated by a physics system.
Having one root node for the entire world and having all these objects have be children of that root node makes no sense, or at the very least conveys no useful information. What does it mean to be a child of "the world" ? In a game, most of these things are going to be static -- they are the literal immovable object. Why clutter up our SceneTree with such things? Sure we might want to attach something to them (destructible lamp on a wall, for example), but that's the same as attaching it to the root frame of reference if the wall doesn't move. There may be some other special cases specific to a game (the wall can not move but it can disappear), but that's just it -- they are special cases that can be handled at a higher level.
There may be no static object at all to put in a tree. Many games treat all the static objects in an atomically streamable unit as one giant blob. There's no reason to deal with individual objects if you can just submit a precomputed command list to the renderer, or an efficiently packed polygon soup to the physics system.
Most of the same arguments apply with dynamic things -- the familial relationship with "the world" is not useful. What we've really got is a lot of potential root nodes for attachment -- a list or array of conceptual trees. But if nothing is attached to an object, does it need a hierarchical update? Probably not. Now, for code simplicity, it may be simpler to just treat those as a 1-node hierarchy, but if your number of objects which have attachments is relatively low to everything else, you may be better off using a separate data structure which only holds things that have an actual hierarchy.
Dynamic objects provide other interesting opportunities for optimization which do not map well to a generic tree structure. For objects that are physically simulated, the code can take advantage of the physics system's knowledge of what actually moved that frame, and only update those objects. This is considerably more efficient than traversing an entire SceneTree and checking if an object needs to update. Obviously none of this precludes having a generic tree structure, it just brings into question what good it does.
We've established that for the grand majority of our objects, we do not need a generic tree representation to process transform updates. We still have cases that do indeed have hierarchical relationships such as characters or attachments. Tomorrow, I will discuss why a generic tree structure is not a good choice for characters and bones.
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