Can anyone suggest a memory efficient way to represent a tree of matrices, for example in a hierarchy model?
I'm particularly keen to preserve data locality, and I suspect a structure-of-arrays (matrices & indices to matrices) type approach might be suitable.
As well as many chained matrix computations, this structure will probably be copied around in memory a fair bit, so having contiguous storage would be a big bonus.
Answer
The tree-as-array sounds like a win to me. Just do a depth-first traversal of your hierarchy and fill out an array; when rewinding through the recursion you can either update the parent with the absolute index to the child or just the delta-from-me, and the children can store the parent indices either way as well. Indeed, if you use relative offsets then you don't need to carry the root address around. I suppose that the structure would probably look something like
struct Transform
{
Matrix m; // whatever you like
int parent; // index or offset, you choose!
int sibling;
int firstchild;
};
...so you'd need nodes to know how to get to siblings too since you can't (easily) have a variable size structure. Although I guess if you used byte offsets instead of Transform offsets, you could have a variable number of children per transform:
struct Transform
{
Matrix m; // whatever you like
int parent; // negative byte offest
int numchildren;
int child[0]; // can't remember if you put a 0 there or leave it empty;
// but it's an array of positive byte offsets
};
...then you just need to make sure that you put successive Transforms in the right place.
Here's how you build a totally self-contained tree with embedded child "pointers".
int BuildTransforms(Entity* e, OutputStream& os, int parentLocation)
{
int currentLocation = os.Tell();
os.Write(e->localMatrix);
os.Write(parentLocation);
int numChildren = e->GetNumChildren();
os.Write(numChildren);
int childArray = os.Tell();
os.Skip(numChildren * sizeof(int));
os.AlignAsNecessary(); // if you need to align transforms
childLocation = os.Tell();
for (int i = 0; i < numChildren; ++i) {
os.Seek(childArray + (i * sizeof(int)));
os.Write(childLocation);
os.Seek(childLocation);
childLocation = BuildTransforms(e->GetChild(i), os, currentLocation);
}
return os.Tell();
}
void BuildTransforms(Entity* root)
{
OutputStream os;
BuildTransforms(root, os, -1, 0);
}
(If you want to store relative locations, just add - currentLocation
to the two "location" writes.)
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