testing building some core systems
- serialization - chunks - parralelfor test
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@@ -1,6 +1,8 @@
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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;
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using System.Collections.Generic;
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using System.Numerics;
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// TODO:
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@@ -15,10 +17,19 @@ 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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public override IReadOnlySet<Type> ReadsComponents { get; } = new HashSet<Type> { typeof(LocalTransform) };
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public override IReadOnlySet<Type> WritesComponents { get; } = new HashSet<Type> { typeof(LocalToWorld) };
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private readonly bool useParallelFor = true;
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private const int ParallelForMinCount = 32; // Below this, parallel overhead costs more than it saves.
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private static readonly System.Threading.Tasks.ParallelOptions ParallelOptions = new()
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{
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MaxDegreeOfParallelism = Environment.ProcessorCount
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};
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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 ParallelWriter<LocalToWorld> _parallelWriter;
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public LocalToWorldSystem(World world) : base(world)
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{
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@@ -39,50 +50,64 @@ namespace Nerfed.Runtime.Systems
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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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Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
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foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
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Set(entity, new LocalToWorld(Matrix4x4.Identity));
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}
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Profiler.EndSample();
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// Acquire a ParallelWriter AFTER pre-allocation — all entities now have LocalToWorld.
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// This writer only permits updating existing values; no structural mutations allowed.
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_parallelWriter = World.GetParallelWriter<LocalToWorld>();
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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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if (rootEntitiesFilter.Count >= ParallelForMinCount)
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{
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Parallel.For(0, rootEntitiesFilter.Count, ParallelOptions, updateWorldTransform);
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}
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else
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{
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// Not enough work to justify thread overhead — run serially.
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for (int i = 0; i < rootEntitiesFilter.Count; i++)
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{
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updateWorldTransform(i);
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}
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}
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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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Profiler.BeginSample("UpdateWorldTransform");
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// Profiler.BeginSample("UpdateWorldTransform");
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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Profiler.EndSample();
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// Profiler.EndSample();
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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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Profiler.BeginSample("UpdateWorldTransformByIndex");
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// Profiler.BeginSample("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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// 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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Set(entity, localToWorld);
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if (useParallelFor)
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_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
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else
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Set(entity, localToWorld);
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}
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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