LOD improvements (#5038)
* Quick cull invisible LOD nodes * Reduce dynamic cast * Fix for Vulkan Maintainer's comment: Helps only in select tracks and more in already fast frames than in the more problematic slow frames, but an improvement nonetheless.
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@ -145,42 +145,52 @@ void DrawCalls::parseSceneManager(core::array<scene::ISceneNode*> &List,
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{
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for (unsigned i = 0; i < List.size(); ++i)
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{
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if (LODNode *node = dynamic_cast<LODNode *>(List[i]))
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{
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node->updateVisibility();
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}
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List[i]->updateAbsolutePosition();
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if (!List[i]->isVisible())
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continue;
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if (STKParticle *node = dynamic_cast<STKParticle*>(List[i]))
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if (List[i]->getType() == ESNT_LOD_NODE)
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{
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LODNode *node = static_cast<LODNode *>(List[i]);
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core::array<scene::ISceneNode*> child;
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if (node->getLevel() >= 0)
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child.push_back(node->getAllNodes()[node->getLevel()]);
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for (int i = 0; i < node->getChildren().size(); i++)
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{
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if (node->getNodesSet().find(node->getChildren()[i]) == node->getNodesSet().end())
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child.push_back(node->getChildren()[i]);
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}
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parseSceneManager(child, cam);
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continue;
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}
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else if (List[i]->getType() == ESNT_ANIMATED_MESH)
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{
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SP::SPMeshNode* node = static_cast<SP::SPMeshNode*>(List[i]);
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SP::addObject(node);
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}
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else if (STKParticle *node = dynamic_cast<STKParticle*>(List[i]))
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{
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node->updateAbsolutePosition();
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if (!isCulledPrecise(cam, List[i], irr_driver->getBoundingBoxesViz()))
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CPUParticleManager::getInstance()->addParticleNode(node);
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continue;
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}
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if (scene::IBillboardSceneNode *node =
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else if (scene::IBillboardSceneNode *node =
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dynamic_cast<scene::IBillboardSceneNode*>(List[i]))
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{
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node->updateAbsolutePosition();
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if (!isCulledPrecise(cam, List[i]))
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CPUParticleManager::getInstance()->addBillboardNode(node);
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continue;
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}
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if (STKTextBillboard *tb =
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else if (STKTextBillboard *tb =
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dynamic_cast<STKTextBillboard*>(List[i]))
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{
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node->updateAbsolutePosition();
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if (!isCulledPrecise(cam, List[i], irr_driver->getBoundingBoxesViz()))
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TextBillboardDrawer::addTextBillboard(tb);
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continue;
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}
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SP::SPMeshNode* node = dynamic_cast<SP::SPMeshNode*>(List[i]);
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if (node)
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{
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SP::addObject(node);
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}
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parseSceneManager(List[i]->getChildren(), cam);
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}
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}
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@ -49,13 +49,8 @@ LODNode::LODNode(std::string group_name, scene::ISceneNode* parent,
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m_forced_lod = -1;
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m_area = 0;
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#ifndef SERVER_ONLY
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if (!CVS->isGLSL())
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{
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m_current_level.reset(new int);
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*m_current_level = -1;
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}
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#endif
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m_current_level = -1;
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m_current_level_dirty = true;
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}
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LODNode::~LODNode()
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@ -76,8 +71,12 @@ int LODNode::getLevel()
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return -1;
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// If a level is forced, use it
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if(m_forced_lod>-1)
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if (m_forced_lod >- 1)
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return m_forced_lod;
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if (!m_current_level_dirty)
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return m_current_level;
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m_current_level_dirty = false;
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Camera* camera = Camera::getActiveCamera();
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if (camera == NULL)
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@ -90,9 +89,12 @@ int LODNode::getLevel()
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for (unsigned int n=0; n<m_detail.size(); n++)
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{
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if (dist < m_detail[n])
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{
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m_current_level = n;
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return n;
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}
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}
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m_current_level = -1;
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return -1;
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} // getLevel
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@ -108,6 +110,8 @@ void LODNode::forceLevelOfDetail(int n)
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// ----------------------------------------------------------------------------
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void LODNode::OnAnimate(u32 timeMs)
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{
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updateVisibility();
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if (isVisible() && m_nodes.size() > 0)
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{
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// update absolute position
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@ -126,9 +130,8 @@ void LODNode::OnAnimate(u32 timeMs)
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#endif
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{
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int level = getLevel();
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*m_current_level = level;
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// Assume all the scene node have the same bouding box
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if(level>=0)
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if(level >= 0)
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{
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m_nodes[level]->setVisible(true);
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m_nodes[level]->OnAnimate(timeMs);
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@ -154,29 +157,22 @@ void LODNode::OnAnimate(u32 timeMs)
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}
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}
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void LODNode::updateVisibility(bool* shown)
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void LODNode::updateVisibility()
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{
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if (!isVisible()) return;
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if (m_nodes.size() == 0) return;
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unsigned int level = 0;
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if (m_current_level)
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level = *m_current_level;
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else
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level = getLevel();
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m_current_level_dirty = true;
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unsigned int level = getLevel();
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for (size_t i = 0; i < m_nodes.size(); i++)
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{
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m_nodes[i]->setVisible(i == level);
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if (i == level && shown != NULL)
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*shown = (i > 0);
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}
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}
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void LODNode::OnRegisterSceneNode()
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{
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bool shown = false;
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updateVisibility(&shown);
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#ifndef SERVER_ONLY
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if (CVS->isGLSL())
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{
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@ -184,14 +180,20 @@ void LODNode::OnRegisterSceneNode()
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}
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#endif
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#ifndef SERVER_ONLY
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if (!CVS->isGLSL())
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if (isVisible() && m_nodes.size() > 0)
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{
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for (unsigned i = 0; i < Children.size(); ++i)
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Children[i]->updateAbsolutePosition();
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int level = getLevel();
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if (level >= 0)
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{
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m_nodes[level]->OnRegisterSceneNode();
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}
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for (int i = 0; i < Children.size(); i++)
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{
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if (m_nodes_set.find(Children[i]) == m_nodes_set.end())
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Children[i]->OnRegisterSceneNode();
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}
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}
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#endif
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scene::ISceneNode::OnRegisterSceneNode();
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}
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/* Each model with LoD has specific distances beyond which it is rendered at a lower
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@ -63,7 +63,8 @@ private:
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* m_forced_lod is >=0, only this level is be used. */
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int m_forced_lod;
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std::unique_ptr<int> m_current_level;
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int m_current_level;
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bool m_current_level_dirty;
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// Area of the bounding box (for autoLOD computation)
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float m_area;
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@ -79,7 +80,7 @@ public:
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int getLevel();
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void updateVisibility(bool* shown = NULL);
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void updateVisibility();
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/*
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//! Returns a reference to the current relative transformation matrix.
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@ -115,6 +116,7 @@ public:
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}
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std::vector<scene::ISceneNode*>& getAllNodes() { return m_nodes; }
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std::set<scene::ISceneNode*>& getNodesSet() { return m_nodes_set; }
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//! OnAnimate() is called just before rendering the whole scene.
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/** This method will be called once per frame, independent
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