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/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#ifndef __NSCENEPROFILER__
#define __NSCENEPROFILER__
#include "timing/profiler.h"
namespace GS {
namespace S3D { class Scene; }
/*!
@short Scene profiler.
@author Emmanuel Julien (ejulien@owloh.com)
*/
struct SceneProfiler : public Profiler
{
S3D::Scene &scene;
public:
System *update, *process_queues, *update_triggers, *update_item_transformation, *update_skin, *scene_on_update, *items_on_update, *physic_step, *synchronize_physics, *ui_update;
System *push_to_render, *push_active_list, *push_simple_culling, *push_octree_culling;
virtual void ResetProfiles();
SceneProfiler(S3D::Scene &s) : scene(s)
{
// Update
update = DeclareSystem("Update");
process_queues = DeclareSystem("Process queues", update);
update_triggers = DeclareSystem("Update triggers", update);
update_item_transformation = DeclareSystem("Update item transformation", update);
update_skin = DeclareSystem("Update item skin", update);
scene_on_update = DeclareSystem("Script scene OnUpdate()", update);
items_on_update = DeclareSystem("Script items OnUpdate()", update);
physic_step = DeclareSystem("Physic step", update);
synchronize_physics = DeclareSystem("Physics synchronization", update);
ui_update = DeclareSystem("Update UI", update);
// Push to render
push_to_render = DeclareSystem("Push to render");
push_active_list = DeclareSystem("Push active list", push_to_render);
push_simple_culling = DeclareSystem("Push simple renderable", push_to_render);
push_octree_culling = DeclareSystem("Push octree renderable", push_to_render);
}
};
} // GS
#endif // __NSCENEPROFILER__