The Rigid Body Combiner
When you are developing a complex game, you will most likely run into the
problem that you will have too many meshes in your
scene. Panda3D’s flattening methods can help you reducing the number of nodes,
but often when you have hundreds of moving bodies this is not always an option.
Therefore, Panda3D has a feature to help you reduce the number of nodes, even if
they are moving: the RigidBodyCombiner
.
The RigidBodyCombiner is designed to reduce the number of nodes actually sent to
the graphics card, just like the flattening functions. But instead of flattening
everything into one node immediately, the RigidBodyCombiner keeps your original
node structure intact, still allowing you to apply transforms (e.g. moving
around, rotating or scaling) sub-nodes. But what’s actually sent to the graphics
cards is just one node, a combined version of all these sub-nodes. If you want
to see the combined version of these nodes (not likely), you can call
get_internal_scene()
, this function will return the
NodePath that is actually sent to the graphics card.
The RigidBodyCombiner class is just another kind of PandaNode
. All of
the standard node interfaces apply. Thus, the easiest way to add nodes to a
RigidBodyCombiner is to wrap a NodePath
around it, and then use the
standard reparent_to()
interfaces to parent the nodes you
want to combine to this NodePath.
When you are done with reparenting the nodes, you need to call
collect()
on the original
RigidBodyCombiner
instance. This is a fairly expensive call and you
should normally only call this once – but after you called
collect()
you may freely transform all nodes below
without having to call this again. If you later add more children to the RBC,
though, you will need to call collect()
again.
The vertices of the objects you attach to the RigidBodyCombiner must be transformed each frame on the CPU. For this reason, you may find a performance advantage in limiting the number of vertices in the models you use. Also, be sure you do not have normals on your models unless you are actually using lighting.
Here is a small example showing a random cloud of boxes:
from direct.directbase.DirectStart import *
from panda3d.core import RigidBodyCombiner, NodePath, Vec3
import random
rbc = RigidBodyCombiner("rbc")
rbcnp = NodePath(rbc)
rbcnp.reparentTo(render)
for i in range(200):
pos = Vec3(random.uniform(-100, 100),
random.uniform(-100, 100),
random.uniform(-100, 100))
f = loader.loadModel("box.egg")
f.setPos(pos)
f.reparentTo(rbcnp)
rbc.collect()
base.run()
Note
RenderEffects such as Billboards are not supported below this node.
For more information and a complete list of RigidBodyCombiner methods please see
the RigidBodyCombiner
page in the API Reference.