Combined transform systems
Profiler window calls count Parallel transform system is now in the normal transform system Removed unused parent system
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@ -15,19 +15,62 @@ namespace Nerfed.Runtime.Systems
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{
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public class LocalToWorldSystem : MoonTools.ECS.System
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{
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private readonly bool useParallelFor = false; // When having a low amount of transforms or when in debug mode this might be slower.
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private readonly Filter rootEntitiesFilter;
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private readonly Filter transformEntitiesFilter;
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private readonly Action<int> updateWorldTransform;
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public LocalToWorldSystem(World world) : base(world)
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{
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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if (useParallelFor)
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{
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transformEntitiesFilter = FilterBuilder.Include<LocalTransform>().Build();
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updateWorldTransform = UpdateWorldTransformByIndex;
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}
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}
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public override void Update(TimeSpan delta)
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{
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foreach (Entity entity in rootEntitiesFilter.Entities)
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if (rootEntitiesFilter.Empty)
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{
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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return;
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}
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if (useParallelFor)
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{
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Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
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// This check is needed because some entities might not have a LocalToWorld component yet.
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// Adding this during the loop will break.
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foreach (Entity entity in transformEntitiesFilter.Entities) {
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if (Has<LocalToWorld>(entity))
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{
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continue;
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}
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Set(entity, new LocalToWorld(Matrix4x4.Identity));
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}
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Profiler.EndSample();
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Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
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// This should only be used when the filter doesn't change by executing these functions!
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// So no entity deletion or setting/removing of components used by the filters in this loop.
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Parallel.For(0, rootEntitiesFilter.Count, updateWorldTransform);
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Profiler.EndSample();
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}
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else
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{
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foreach (Entity entity in rootEntitiesFilter.Entities)
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{
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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}
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}
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}
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private void UpdateWorldTransformByIndex(int entityFilterIndex)
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{
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Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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}
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private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
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@ -41,8 +84,6 @@ namespace Nerfed.Runtime.Systems
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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//Task.Delay(10).Wait();
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//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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}
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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@ -1,81 +0,0 @@
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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namespace Nerfed.Runtime.Systems
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{
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public class LocalToWorldThreadedSystem : MoonTools.ECS.System
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{
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private readonly Filter rootEntitiesFilter;
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private readonly Action<int> forEntity;
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public LocalToWorldThreadedSystem(World world) : base(world)
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{
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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forEntity = UpdateEntity;
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}
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public override void Update(TimeSpan delta)
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{
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Parallel.For(0, rootEntitiesFilter.Count, forEntity);
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}
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private void UpdateEntity(int entityFilterIndex)
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{
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Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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}
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private void UpdateWorldTransform(Entity entity, Matrix4x4 localToWorldMatrix)
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{
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// TODO: Only update dirty transforms.
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// If a parent is dirty all the children need to update their localToWorld matrix.
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// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
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if (Has<LocalTransform>(entity))
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{
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LocalTransform localTransform = Get<LocalTransform>(entity);
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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//Task.Delay(10).Wait();
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//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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}
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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UpdateWorldTransform(childEntity, localToWorldMatrix);
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}
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}
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}
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}
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//System.Random rnd = new System.Random();
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//World world = new World();
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//Filter filter = world.FilterBuilder.Include<Test>().Build();
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//for (int i = 0; i < 100; i++)
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//{
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// Entity e = world.CreateEntity(i.ToString());
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// world.Set(e, new Test());
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//}
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//Action<int> forEntityIndex = ForEntityIndex;
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//ParallelLoopResult result = Parallel.For(0, filter.Count, forEntityIndex);
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//Console.WriteLine(result.IsCompleted);
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//void ForEntityIndex(int entity)
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//{
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// int delay = rnd.Next(1, 1000);
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// Task.Delay(delay).Wait();
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// Console.WriteLine($"ForEntityIndex | {filter.NthEntity(entity).ID}");
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//}
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//namespace Hoi
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//{
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// public readonly record struct Test;
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//}
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@ -1,67 +0,0 @@
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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namespace Nerfed.Runtime.Systems
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{
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//public class ParentSystem : MoonTools.ECS.System
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//{
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// private readonly Filter parentsAddedFilter;
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// private readonly Filter parentsRemovedFilter;
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// private readonly Filter parentsFilter;
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// public ParentSystem(World world) : base(world)
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// {
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// parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
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// parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
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// parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
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// }
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// public override void Update(TimeSpan delta)
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// {
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// // Update removed parents.
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// foreach (Entity entity in parentsRemovedFilter.Entities)
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// {
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// // Do stuff here to update/remove child relations etc.
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// //PreviousParent previousParent = Get<PreviousParent>(entity);
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// //World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
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// Remove<PreviousParent>(entity);
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// }
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// // Update added parents.
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// foreach (Entity entity in parentsAddedFilter.Entities)
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// {
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// Parent parent = Get<Parent>(entity);
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// if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
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// {
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// Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
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// Remove<Parent>(entity);
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// continue;
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// }
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// PreviousParent previousParent = new(parent.parentEntity);
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// Set(entity, previousParent);
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// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
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// }
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// // Update relations if the parent has changed.
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// foreach (Entity entity in parentsFilter.Entities)
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// {
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// Parent parent = Get<Parent>(entity);
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// PreviousParent previousParent = Get<PreviousParent>(entity);
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// if(parent.parentEntity != previousParent.parentEntity)
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// {
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// World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
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// Set(entity, new PreviousParent(parent.parentEntity));
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// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
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// }
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// }
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// // TODO:
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// // What if an parent entity gets destroyed?
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// // How does the child know if the parent is in valid. Also we need to remove the parent component.
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// // Maybe if we also relate the other way around child -> parent via relations, and the relation is gone that means the parent is gone so we should remove the component.
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// }
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//}
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}
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