Implement JobSystem for parallel task management and integrate with LocalToWorldSystem
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@@ -15,19 +15,17 @@ 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 = true; // When having a low amount of transforms or when in debug mode this might be slower.
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private readonly JobSystem jobs;
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private readonly Filter rootEntitiesFilter;
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private readonly Filter entitiesWithoutLocalToWorldFilter;
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private readonly Action<int> updateWorldTransform;
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private readonly Action<int> updateWorldTransformByIndex;
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public LocalToWorldSystem(World world) : base(world)
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public LocalToWorldSystem(World world, JobSystem jobs = null) : base(world)
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{
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this.jobs = jobs ?? JobSystem.Default;
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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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entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
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updateWorldTransform = UpdateWorldTransformByIndex;
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}
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entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
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updateWorldTransformByIndex = UpdateWorldTransformByIndex;
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}
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public override void Update(TimeSpan delta)
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@@ -37,20 +35,18 @@ namespace Nerfed.Runtime.Systems
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return;
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}
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if (useParallelFor)
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if (this.jobs.WorkerCount > 0)
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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 entitiesWithoutLocalToWorldFilter.Entities) {
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Profiler.BeginSample("LocalToWorldCheck");
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// Structural pre-pass: ensure LocalToWorld exists on all entities before parallel writes.
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foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities)
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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.BeginSample("LocalToWorldUpdate");
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this.jobs.Dispatch(rootEntitiesFilter.Count, updateWorldTransformByIndex);
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Profiler.EndSample();
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}
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else
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@@ -66,22 +62,25 @@ namespace Nerfed.Runtime.Systems
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private void UpdateWorldTransformByIndex(int entityFilterIndex)
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{
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Profiler.BeginSample("UpdateWorldTransformByIndex");
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using ProfilerScope scope = new("UpdateWorldTransformByIndex");
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Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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Profiler.EndSample();
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}
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private void UpdateWorldTransform(in 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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#if DEBUG
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if (!Has<LocalToWorld>(entity))
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{
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throw new InvalidOperationException(
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$"Entity {entity} is missing LocalToWorld. Ensure the structural pre-pass runs before parallel dispatch.");
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}
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#endif
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Set(entity, localToWorld);
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}
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