Compare commits

...

19 Commits

Author SHA1 Message Date
max
5eaf3547dc Random uint util 2024-11-16 14:54:34 +01:00
max
d80e1177b9 vcs 2024-11-16 13:22:38 +01:00
max
cf6cd080c6 Add component button 2024-11-13 21:11:50 +01:00
max
87ee6df46f Inspector tests 2024-11-02 21:59:35 +01:00
max
57b42d8daa Really basic component inspection 2024-10-22 23:54:36 +02:00
max
2a351f7b9d re-added moontools.ecs submodule 2024-10-22 21:14:21 +02:00
max
7225d13880 Optimized filter for transform entities with missing LocalToWorld components 2024-10-21 22:48:57 +02:00
max
567714a52d Profiler threading support, flame graph
Changed the profiler into a node based system for better data access, more overhead than the simple struct+depth info but can hold more detail and less post processing of data
Profiler now also profiles threads
Added some test profile tags
The profiler window now also has a FlameGraph
2024-10-20 23:17:41 +02:00
max
2c84e650d6 Combined transform systems
Profiler window calls count
Parallel transform system is now in the normal transform system
Removed unused parent system
2024-10-20 03:51:59 +02:00
max
82fe47f627 Profiler and LocalToWorldThreadedSystem
Added a simple profiler
Testing LocalToWorldSystem with Parallel execution for root nodes
2024-10-19 23:41:05 +02:00
max
6be63195f0 comment 2024-10-15 23:19:46 +02:00
max
9387bfa59c switched back to imgui dragdrop 2024-10-15 23:17:58 +02:00
max
86b54e1521 test with ecs source and target drag drops 2024-10-15 23:15:35 +02:00
max
ba88432e77 unsafe drag drop test
- unsafe because of entity reference
- unsafe because of unsafe code lol
- fixes in parent/child system
2024-10-15 22:29:19 +02:00
max
5cc876fce9 tree hierachy and selection test 2024-10-15 21:47:23 +02:00
max
91b4f5fafb hierachy and parent child system updates
- started working on an editor hierarchy window
- testing filters
- testing parent child relations without system
- testing root component
- thinking about how to get all entities that are not a child, but also don't have an other identifying component
2024-10-15 00:41:45 +02:00
max
0d14a32726 added idenentity transform 2024-10-13 01:20:23 +02:00
max
b3adef3a40 Naming, comments and local to world update 2024-10-13 01:05:46 +02:00
max
30deeca452 ecs and tranforms
added the moonworks ecs library.
testing it by setting up a transform and parent system.
2024-10-13 00:08:01 +02:00
24 changed files with 1329 additions and 19 deletions

3
.gitmodules vendored
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@ -16,3 +16,6 @@
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
path = Nerfed.Runtime/Libraries/ImGui.NET
url = https://github.com/ImGuiNET/ImGui.NET.git
[submodule "Nerfed.Runtime/Libraries/MoonTools.ECS"]
path = Nerfed.Runtime/Libraries/MoonTools.ECS
url = https://github.com/MoonsideGames/MoonTools.ECS.git

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@ -4,6 +4,7 @@
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/FAudio" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/ImGui.NET" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/MoonTools.ECS" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/RefreshCS" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/SDL2CS" vcs="Git" />
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />

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@ -0,0 +1,4 @@
namespace Nerfed.Editor.Components;
public readonly record struct SelectedInHierachy;
public readonly record struct ClickedInHierachy;

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@ -66,6 +66,12 @@ private static void HandleOnGui()
UpdateDock();
ImGui.ShowDemoWindow();
foreach (MoonTools.ECS.System system in Program.editorSystems)
{
using ProfilerScope scope = new(system.GetType().Name);
system.Update(Engine.Timestep);
}
}
}
}

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@ -9,6 +9,7 @@
<IsPackable>false</IsPackable>
<Configurations>Debug;Test;Release</Configurations>
<Platforms>x64</Platforms>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">

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@ -1,9 +1,19 @@
using Nerfed.Runtime;
using MoonTools.ECS;
using Nerfed.Editor.Systems;
using Nerfed.Runtime;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Systems;
using Nerfed.Runtime.Util;
using System.Numerics;
namespace Nerfed.Editor;
internal class Program
{
private static readonly World world = new World();
private static List<MoonTools.ECS.System> systems = new List<MoonTools.ECS.System>();
public static List<MoonTools.ECS.System> editorSystems = new List<MoonTools.ECS.System>();
private static void Main(string[] args)
{
Engine.OnInitialize += HandleOnInitialize;
@ -16,6 +26,45 @@ private static void Main(string[] args)
private static void HandleOnInitialize()
{
//systems.Add(new ParentSystem(world));
systems.Add(new LocalToWorldSystem(world));
editorSystems.Add(new EditorProfilerWindow(world));
editorSystems.Add(new EditorHierarchyWindow(world));
#if DEBUG
editorSystems.Add(new EditorInspectorWindow(world));
#endif
Entity ent1 = world.CreateEntity("parent");
world.Set(ent1, new Root());
world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
Entity ent2 = world.CreateEntity("child");
world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
Transform.SetParent(world, ent2, ent1);
Entity ent3 = world.CreateEntity("entity3");
world.Set(ent3, new Root());
Transform.SetParent(world, ent3, ent2);
Entity ent4 = world.CreateEntity("entity4");
world.Set(ent4, new Root());
Entity ent5 = world.CreateBaseEntity("entity5");
for (int i = 0; i < 256; i++)
{
Entity newEnt = world.CreateBaseEntity();
world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
Entity parent = newEnt;
for (int j = 0; j < 2; j++) {
Entity newChildEnt = world.CreateEntity();
world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
Transform.SetParent(world, newChildEnt, parent);
parent = newChildEnt;
}
}
// Open project.
// Setip EditorGui.
EditorGui.Initialize();
@ -23,16 +72,32 @@ private static void HandleOnInitialize()
private static void HandleOnUpdate()
{
// Editor Update.
EditorGui.Update();
foreach (MoonTools.ECS.System system in systems)
{
using ProfilerScope scope = new(system.GetType().Name);
system.Update(Engine.Timestep);
}
using (new ProfilerScope("EditorGui.Update"))
{
// Editor Update.
EditorGui.Update();
}
// Try Catch UserCode Update.
using (new ProfilerScope("world.FinishUpdate"))
{
world.FinishUpdate();
}
}
private static void HandleOnRender()
{
EditorGui.Render();
using (new ProfilerScope("EditorGui.Render"))
{
EditorGui.Render();
}
}
private static void HandleOnQuit()

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@ -0,0 +1,190 @@
using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Editor.Components;
using Nerfed.Runtime;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
namespace Nerfed.Editor.Systems
{
// Window that draws entities.
internal class EditorHierarchyWindow : MoonTools.ECS.System
{
private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
//private readonly Filter rootEntitiesWithTransformFilter;
//private readonly Filter rootEntitiesFilterBroken;
private readonly Filter rootEntitiesFilter;
private readonly EditorHierachySelectionSystem hierachySelectionSystem;
public EditorHierarchyWindow(World world) : base(world)
{
//rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
// TODO: this doesn't work.
//rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
// Maybe the parent/child functions should add a root component when not being a child.
rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
// The version would update each time something changes on the entity.
// Or a EditorComponent, just a component that always gets added when in editor mode.
hierachySelectionSystem = new EditorHierachySelectionSystem(world);
}
public override void Update(TimeSpan delta)
{
ImGui.Begin("Hierarchy");
ImGuiTreeNodeFlags flags = baseFlags;
flags |= ImGuiTreeNodeFlags.DefaultOpen;
if (ImGui.TreeNodeEx("World", flags))
{
if (ImGui.BeginDragDropTarget())
{
unsafe
{
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
if (payload.NativePtr != null)
{
Entity* data = (Entity*)payload.Data;
Entity child = data[0];
Log.Info($"Dropped {child.ID}");
Transform.RemoveParent(World, child);
}
}
ImGui.EndDragDropTarget();
}
//foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
//{
// DrawEntityAndChildren(entity);
//}
foreach (Entity entity in rootEntitiesFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.TreePop();
}
ImGui.End();
hierachySelectionSystem.Update(delta);
}
private void DrawEntityAndChildren(in Entity entity)
{
ImGuiTreeNodeFlags flags = baseFlags;
if (!World.HasInRelation<ChildParentRelation>(entity))
{
flags |= ImGuiTreeNodeFlags.Leaf;
}
if (World.Has<SelectedInHierachy>(entity))
{
flags |= ImGuiTreeNodeFlags.Selected;
}
if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
{
// TODO: fix selection, look at ImGui 1.91, https://github.com/ocornut/imgui/wiki/Multi-Select
// Selection.
if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
{
World.Set(entity, new ClickedInHierachy());
}
// Drag and drop.
if (ImGui.BeginDragDropSource())
{
unsafe
{
fixed (Entity* payload = &entity)
{
ImGui.SetDragDropPayload($"{nameof(EditorHierarchyWindow)}", (IntPtr)payload, (uint)sizeof(Entity));
}
}
ImGui.EndDragDropSource();
}
if (ImGui.BeginDragDropTarget())
{
unsafe
{
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
if (payload.NativePtr != null)
{
Entity ent = *(Entity*)payload.Data;
Log.Info($"Dropped {ent.ID}");
Transform.SetParent(World, ent, entity);
}
}
ImGui.EndDragDropTarget();
}
// Draw children.
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
DrawEntityAndChildren(childEntity);
}
ImGui.TreePop();
}
}
// System for handling the selected entities in the hierachy.
private class EditorHierachySelectionSystem : MoonTools.ECS.System
{
private readonly Filter selectedEntities;
private readonly Filter clickedEntities;
public EditorHierachySelectionSystem(World world) : base(world)
{
selectedEntities = FilterBuilder.Include<SelectedInHierachy>().Build();
clickedEntities = FilterBuilder.Include<ClickedInHierachy>().Build();
}
public override void Update(TimeSpan delta)
{
ImGuiIOPtr io = ImGui.GetIO();
if (!clickedEntities.Empty && !io.KeyCtrl)
{
foreach (Entity entity in selectedEntities.Entities)
{
Remove<SelectedInHierachy>(entity);
}
}
foreach (Entity entity in clickedEntities.Entities)
{
// Unselect.
if (Has<SelectedInHierachy>(entity))
{
Remove<SelectedInHierachy>(entity);
}
// Select.
else
{
Set(entity, new SelectedInHierachy());
}
Remove<ClickedInHierachy>(entity);
}
}
}
}
}

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@ -0,0 +1,100 @@
using System.Numerics;
using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Editor.Components;
using Nerfed.Runtime.Serialization;
#if DEBUG
namespace Nerfed.Editor.Systems
{
// Window that draws entities.
internal class EditorInspectorWindow : MoonTools.ECS.DebugSystem
{
private readonly Filter selectedEntityFilter;
public EditorInspectorWindow(World world) : base(world)
{
selectedEntityFilter = FilterBuilder.Include<SelectedInHierachy>().Build();
}
public override void Update(TimeSpan delta)
{
ImGui.Begin("Inspector");
foreach (Entity entity in selectedEntityFilter.Entities)
{
DrawEntityComponents(entity);
}
ImGui.End();
}
private void DrawEntityComponents(Entity entity)
{
World.ComponentTypeEnumerator componentTypes = World.Debug_GetAllComponentTypes(entity);
// Add button of all types that we can add. Also filter out types we already have.
List<Type> componentTypesToAdd = ComponentHelper.AddComponentByType.Keys.ToList();
foreach (Type componentType in componentTypes)
{
componentTypesToAdd.Remove(componentType);
}
const string popupId = "AddComponentPopup";
if (ImGui.Button("Add Component"))
{
ImGui.OpenPopup(popupId);
}
if (ImGui.BeginPopup(popupId))
{
foreach (Type componentType in componentTypesToAdd)
{
if (ImGui.Selectable(componentType.Name))
{
if (ComponentHelper.AddComponentByType.TryGetValue(componentType, out Action<World, Entity> componentSetter))
{
componentSetter.Invoke(World, entity);
}
}
}
ImGui.EndPopup();
}
ImGui.Dummy(new Vector2(16, 16));
ImGui.Text("ComponentInspectorByType");
foreach (Type componentType in componentTypes)
{
if (ComponentHelper.ComponentInspectorByType.TryGetValue(componentType, out Action<World, Entity> componentInspector))
{
componentInspector(World, entity);
}
else if (ComponentHelper.GetComponentByType.TryGetValue(componentType, out Func<World, Entity, ValueType> componentGetter))
{
ValueType component = componentGetter.Invoke(World, entity);
ImGui.Text(component.ToString());
}
else
{
ImGui.Text(componentType.Name);
}
ImGui.Separator();
}
ImGui.Dummy(new Vector2(16, 16));
// ImGui.Text("Reflection");
// foreach (Type component in componentTypes)
// {
// System.Reflection.MethodInfo getMethodInfo = typeof(World).GetMethod("Get");
// System.Reflection.MethodInfo getComponentMethod = getMethodInfo.MakeGenericMethod(component);
// object result = getComponentMethod.Invoke(World, [entity]);
//
// // process here
// ImGui.Text(result.ToString());
// }
}
}
}
#endif

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@ -0,0 +1,204 @@
using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Runtime;
namespace Nerfed.Editor.Systems
{
internal class EditorProfilerWindow : MoonTools.ECS.System
{
const ImGuiTableFlags tableFlags = ImGuiTableFlags.Resizable | ImGuiTableFlags.BordersOuter | ImGuiTableFlags.NoBordersInBody | ImGuiTableFlags.ScrollY | ImGuiTableFlags.ScrollX;
const ImGuiTreeNodeFlags treeNodeFlags = ImGuiTreeNodeFlags.SpanAllColumns;
const ImGuiTreeNodeFlags treeNodeLeafFlags = ImGuiTreeNodeFlags.SpanAllColumns | ImGuiTreeNodeFlags.Leaf | ImGuiTreeNodeFlags.NoTreePushOnOpen;
private int selectedFrame = 0;
private int previousSelectedFrame = -1;
private IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData = null;
public EditorProfilerWindow(World world) : base(world)
{
}
public override void Update(TimeSpan delta)
{
if (Profiler.Frames.Count <= 0)
{
return;
}
ImGui.Begin("Profiler");
ImGui.BeginChild("Toolbar", new System.Numerics.Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
if (ImGui.RadioButton("Recording", Profiler.IsRecording))
{
Profiler.SetActive(!Profiler.IsRecording);
}
ImGui.SameLine();
if (Profiler.IsRecording)
{
// Select last frame when recording to see latest frame data.
selectedFrame = Profiler.Frames.Count - 1;
}
if (ImGui.SliderInt(string.Empty, ref selectedFrame, 0, Profiler.Frames.Count - 1))
{
// Stop recording when browsing frames.
Profiler.SetActive(false);
}
Profiler.Frame frame = Profiler.Frames.ElementAt(selectedFrame);
double ms = frame.ElapsedMilliseconds();
double s = 1000;
ImGui.Text($"Frame: {frame.FrameCount} ({ms:0.000} ms | {(s / ms):0} fps)");
ImGui.EndChild();
if (!Profiler.IsRecording) {
if (previousSelectedFrame != selectedFrame)
{
previousSelectedFrame = selectedFrame;
orderedCombinedData = CalculateCombinedData(frame);
}
DrawFlameGraph(frame);
DrawHierachy(frame);
ImGui.SameLine();
DrawCombined(orderedCombinedData);
}
ImGui.End();
}
private static void DrawHierachy(Profiler.Frame frame)
{
if(frame == null)
{
return;
}
ImGui.BeginChild("Hierachy", new System.Numerics.Vector2(150, 0), ImGuiChildFlags.ResizeX);
if (ImGui.BeginTable("ProfilerData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
{
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.8f, 0);
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
ImGui.TableHeadersRow();
foreach (Profiler.ScopeNode node in frame.RootNodes)
{
DrawHierachyNode(node);
}
ImGui.EndTable();
}
ImGui.EndChild();
}
private static void DrawHierachyNode(Profiler.ScopeNode node)
{
ImGui.TableNextRow();
ImGui.TableNextColumn();
bool isOpen = false;
bool isLeaf = node.Children.Count == 0;
if (isLeaf) {
ImGui.TreeNodeEx(node.Label, treeNodeLeafFlags);
}
else
{
isOpen = ImGui.TreeNodeEx(node.Label, treeNodeFlags);
}
ImGui.TableNextColumn();
ImGui.Text($"{node.ManagedThreadId}");
ImGui.TableNextColumn();
ImGui.Text($"{node.ElapsedMilliseconds():0.000}");
if (isOpen)
{
for (int i = 0; i < node.Children.Count; i++)
{
DrawHierachyNode(node.Children[i]);
}
ImGui.TreePop();
}
}
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData)
{
if(orderedCombinedData == null)
{
return;
}
ImGui.BeginChild("Combined", new System.Numerics.Vector2(0, 0));
if (ImGui.BeginTable("ProfilerCombinedData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
{
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.6f, 0);
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.2f, 2);
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
ImGui.TableHeadersRow();
foreach (KeyValuePair<string, (double ms, uint calls)> combinedData in orderedCombinedData)
{
ImGui.TableNextRow();
ImGui.TableNextColumn();
ImGui.Text($"{combinedData.Key}");
ImGui.TableNextColumn();
ImGui.Text($"{combinedData.Value.ms:0.000}");
ImGui.TableNextColumn();
ImGui.Text($"{combinedData.Value.calls}");
}
ImGui.EndTable();
}
ImGui.EndChild();
}
private static IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> CalculateCombinedData(Profiler.Frame frame)
{
Dictionary<string, (double ms, uint calls)> combinedRecordData = new Dictionary<string, (double ms, uint calls)>(128);
foreach (Profiler.ScopeNode node in frame.RootNodes)
{
CalculateCombinedData(node, in combinedRecordData);
}
return combinedRecordData.OrderByDescending(x => x.Value.ms);
}
private static void CalculateCombinedData(Profiler.ScopeNode node, in Dictionary<string, (double ms, uint calls)> combinedRecordData)
{
if (combinedRecordData.TryGetValue(node.Label, out (double ms, uint calls) combined))
{
combinedRecordData[node.Label] = (combined.ms + node.ElapsedMilliseconds(), combined.calls + 1);
}
else
{
combinedRecordData.Add(node.Label, (node.ElapsedMilliseconds(), 1));
}
for (int i = 0; i < node.Children.Count; i++)
{
CalculateCombinedData(node.Children[i], combinedRecordData);
}
}
private static void DrawFlameGraph(Profiler.Frame frame)
{
if (frame == null)
{
return;
}
ProfilerVisualizer.RenderFlameGraph(frame);
}
}
}

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@ -0,0 +1,6 @@
using System.Numerics;
namespace Nerfed.Runtime.Components
{
public readonly record struct LocalToWorld(Matrix4x4 localToWorldMatrix);
}

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@ -0,0 +1,9 @@
using System.Numerics;
namespace Nerfed.Runtime.Components
{
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
{
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
}
}

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@ -0,0 +1,11 @@
using MoonTools.ECS;
namespace Nerfed.Runtime.Components
{
public readonly record struct Root;
//public readonly record struct Parent;
//public readonly record struct PreviousParent;
public readonly record struct Child;
// Describes a relation from the child to the parent.
public readonly record struct ChildParentRelation;
}

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@ -0,0 +1,4 @@
namespace Nerfed.Runtime.Components
{
public readonly record struct Test();
}

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@ -111,10 +111,14 @@ public static void Quit()
private static void Tick()
{
Profiler.BeginFrame();
AdvanceElapsedTime();
if (framerateCapped)
{
Profiler.BeginSample("framerateCapped");
/* We want to wait until the framerate cap,
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
* seeing how long we actually slept for lets us estimate the worst case
@ -137,6 +141,8 @@ private static void Tick()
Thread.SpinWait(1);
AdvanceElapsedTime();
}
Profiler.EndSample();
}
// Do not let any step take longer than our maximum.
@ -149,6 +155,7 @@ private static void Tick()
{
while (accumulatedUpdateTime >= Timestep)
{
Profiler.BeginSample("Update");
Keyboard.Update();
Mouse.Update();
GamePad.Update();
@ -156,19 +163,26 @@ private static void Tick()
ProcessSDLEvents();
// Tick game here...
Profiler.BeginSample("OnUpdate");
OnUpdate?.Invoke();
Profiler.EndSample();
AudioDevice.WakeThread();
accumulatedUpdateTime -= Timestep;
Profiler.EndSample();
}
double alpha = accumulatedUpdateTime / Timestep;
// Render here..
Profiler.BeginSample("OnRender");
OnRender?.Invoke();
Profiler.EndSample();
accumulatedDrawTime -= framerateCapTimeSpan;
}
Profiler.EndFrame();
}
private static TimeSpan AdvanceElapsedTime()

@ -0,0 +1 @@
Subproject commit 76b18a6ba9a33f5a93022390be7ed805f9f722e8

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@ -32,12 +32,13 @@
</PropertyGroup>
<ItemGroup>
<Compile Include="Libraries\SDL2CS\src\SDL2.cs"/>
<Compile Include="Libraries\RefreshCS\RefreshCS.cs"/>
<Compile Include="Libraries\FAudio\csharp\FAudio.cs"/>
<Compile Include="Libraries\WellspringCS\WellspringCS.cs"/>
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs"/>
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs"/>
<Compile Include="Libraries\FAudio\csharp\FAudio.cs" />
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs" />
<Compile Include="Libraries\MoonTools.ECS\src\**\*.cs" />
<Compile Include="Libraries\RefreshCS\RefreshCS.cs" />
<Compile Include="Libraries\SDL2CS\src\SDL2.cs" />
<Compile Include="Libraries\WellspringCS\WellspringCS.cs" />
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
</ItemGroup>
</Project>

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@ -1,29 +1,166 @@
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Collections.Concurrent;
using System.Diagnostics;
namespace Nerfed.Runtime;
public struct ProfilerScope : IDisposable
{
public ProfilerScope(string label) {
public ProfilerScope(string label)
{
Profiler.BeginSample(label);
}
public void Dispose() {
public void Dispose()
{
Profiler.EndSample();
}
}
public static class Profiler
{
[Conditional("PROFILING")]
public static void BeginSample(string label) {
public class Frame(uint frameCount)
{
public uint FrameCount { get; } = frameCount;
public long StartTime { get; } = Stopwatch.GetTimestamp();
public long EndTime { get; private set; }
// Use a concurrent list to collect all thread root nodes per frame.
public ConcurrentBag<ScopeNode> RootNodes = new ConcurrentBag<ScopeNode>();
internal void End()
{
EndTime = Stopwatch.GetTimestamp();
}
public double ElapsedMilliseconds()
{
long elapsedTicks = EndTime - StartTime;
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
}
}
public class ScopeNode(string label)
{
public string Label { get; } = label;
public long StartTime { get; private set; } = Stopwatch.GetTimestamp(); // Start time in ticks
public long EndTime { get; private set; }
public int ManagedThreadId { get; } = Environment.CurrentManagedThreadId;
public List<ScopeNode> Children { get; } = new List<ScopeNode>();
internal void End()
{
EndTime = Stopwatch.GetTimestamp(); // End time in ticks
}
public double ElapsedMilliseconds()
{
return ((double)(EndTime - StartTime)) * 1000 / Stopwatch.Frequency; // Convert ticks to ms
}
// Add a child node (used for nested scopes)
internal ScopeNode AddChild(string label)
{
ScopeNode child = new ScopeNode(label);
Children.Add(child);
return child;
}
}
private const int maxFrames = 128;
public static bool IsRecording { get; private set; } = true;
// Store only the last x amount of frames in memory.
public static readonly BoundedQueue<Frame> Frames = new(maxFrames);
// Use ThreadLocal to store a stack of ScopeNodes per thread and enable tracking of thread-local values.
private static readonly ThreadLocal<Stack<ScopeNode>> threadLocalScopes = new ThreadLocal<Stack<ScopeNode>>(() => new Stack<ScopeNode>(), true);
private static Frame currentFrame = null;
private static uint frameCount = 0;
public static void SetActive(bool isRecording)
{
IsRecording = isRecording;
}
[Conditional("PROFILING")]
public static void EndSample() {
public static void BeginFrame()
{
if (!IsRecording)
{
return;
}
currentFrame = new Frame(frameCount);
}
[Conditional("PROFILING")]
public static void EndFrame()
{
if (!IsRecording)
{
return;
}
foreach (Stack<ScopeNode> scopes in threadLocalScopes.Values)
{
if (scopes.Count > 0)
{
// Pop the left over root nodes.
ScopeNode currentScope = scopes.Pop();
currentScope.End();
}
// Clean up the thread-local stack to ensure it's empty for the next frame.
scopes.Clear();
}
currentFrame.End();
Frames.Enqueue(currentFrame);
frameCount++;
}
[Conditional("PROFILING")]
public static void BeginSample(string label)
{
if (!IsRecording)
{
return;
}
Stack<ScopeNode> scopes = threadLocalScopes.Value; // Get the stack for the current thread
if (scopes.Count == 0)
{
// First scope for this thread (new root for this thread)
ScopeNode rootScopeNode = new ScopeNode($"Thread-{Environment.CurrentManagedThreadId}");
scopes.Push(rootScopeNode);
currentFrame.RootNodes.Add(rootScopeNode); // Add root node to the frame list
}
// Create a new child under the current top of the stack
ScopeNode newScope = scopes.Peek().AddChild(label);
scopes.Push(newScope); // Push new scope to the thread's stack
}
[Conditional("PROFILING")]
public static void EndSample()
{
if (!IsRecording)
{
return;
}
Stack<ScopeNode> scopes = threadLocalScopes.Value;
if (scopes.Count > 0)
{
// Only pop if this is not the root node.
//ScopeNode currentScope = scopes.Count > 1 ? scopes.Pop() : scopes.Peek();
ScopeNode currentScope = scopes.Pop();
currentScope.End();
}
}
}

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@ -0,0 +1,156 @@
using ImGuiNET;
using System.Numerics;
namespace Nerfed.Runtime;
public static class ProfilerVisualizer
{
private const float barHeight = 20f;
private const float barPadding = 2f;
// Render the flame graph across multiple threads
public static void RenderFlameGraph(Profiler.Frame frame)
{
if (frame == null) return;
if (frame.RootNodes == null) return;
// Calculate the total timeline duration (max end time across all nodes)
double totalDuration = frame.EndTime - frame.StartTime;
double startTime = frame.StartTime;
// Precompute the maximum depth for each thread's call stack
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>();
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in frame.RootNodes.GroupBy(node => node.ManagedThreadId))
{
int maxDepth = 0;
foreach (Profiler.ScopeNode rootNode in threadGroup)
{
maxDepth = Math.Max(maxDepth, GetMaxDepth(rootNode, 0));
}
threadMaxDepths[threadGroup.Key] = maxDepth;
}
// Start a child window to support scrolling
ImGui.BeginChild("FlameGraph", new Vector2(0, 64), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.HorizontalScrollbar | ImGuiWindowFlags.AlwaysVerticalScrollbar);
ImDrawListPtr drawList = ImGui.GetWindowDrawList();
Vector2 windowPos = ImGui.GetCursorScreenPos();
// Sort nodes by ThreadID, ensuring main thread (Thread ID 1) is on top
IOrderedEnumerable<IGrouping<int, Profiler.ScopeNode>> threadGroups = frame.RootNodes.GroupBy(node => node.ManagedThreadId).OrderBy(g => g.Key);
// Initial Y position for drawing
float baseY = windowPos.Y;
bool alternate = false;
float contentWidth = ImGui.GetContentRegionAvail().X;
// Draw each thread's flame graph row by row
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in threadGroups)
{
int threadId = threadGroup.Key;
// Compute the base Y position for this thread
float threadBaseY = baseY;
// Calculate the maximum height for this thread's flame graph
float threadHeight = (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
// Draw the alternating background for each thread row
uint backgroundColor = ImGui.ColorConvertFloat4ToU32(alternate ? new Vector4(0.2f, 0.2f, 0.2f, 1f) : new Vector4(0.1f, 0.1f, 0.1f, 1f));
drawList.AddRectFilled(new Vector2(windowPos.X, threadBaseY), new Vector2(windowPos.X + contentWidth, threadBaseY + threadHeight), backgroundColor);
alternate = !alternate;
// Draw each root node in the group (one per thread)
foreach (Profiler.ScopeNode rootNode in threadGroup)
{
RenderNode(drawList, rootNode, startTime, totalDuration, windowPos.X, threadBaseY, 0, contentWidth, false);
}
// Move to the next thread's row (max depth * height per level)
baseY += (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
}
// Ensure that ImGui knows the size of the content.
ImGui.Dummy(new Vector2(contentWidth, baseY));
ImGui.EndChild();
}
private static void RenderNode(ImDrawListPtr drawList, Profiler.ScopeNode node, double startTime, double totalDuration, float startX, float baseY, int depth, float contentWidth, bool alternate)
{
if (node == null) return;
double nodeStartTime = node.StartTime - startTime;
double nodeEndTime = node.EndTime - startTime;
double nodeDuration = nodeEndTime - nodeStartTime;
// Calculate the position and width of the bar based on time
float xPos = (float)(startX + (nodeStartTime / totalDuration) * contentWidth);
float width = (float)((nodeDuration / totalDuration) * contentWidth);
// Calculate the Y position based on depth
float yPos = baseY + (depth * (barHeight + barPadding)) + (barPadding * 0.5f);
// Define the rectangle bounds for the node
Vector2 min = new Vector2(xPos, yPos);
Vector2 max = new Vector2(xPos + width, yPos + barHeight);
// Define color.
Vector4 barColor = alternate ? new Vector4(0.4f, 0.6f, 0.9f, 1f) : new Vector4(0.4f, 0.5f, 0.8f, 1f);
Vector4 textColor = new Vector4(1f, 1f, 1f, 1f);
if (depth != 0)
{
// Draw the bar for the node (colored based on thread depth)
drawList.AddRectFilled(min, max, ImGui.ColorConvertFloat4ToU32(barColor));
// Draw the label if it fits inside the bar
string label = $"{node.Label} ({node.ElapsedMilliseconds():0.000} ms)";
if (width > ImGui.CalcTextSize(label).X)
{
drawList.AddText(new Vector2(xPos + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
}
// Add tooltip on hover
if (ImGui.IsMouseHoveringRect(min, max))
{
// Show tooltip when hovering over the node
ImGui.BeginTooltip();
ImGui.Text($"{node.Label}");
ImGui.Text($"{node.ElapsedMilliseconds():0.000} ms");
ImGui.Text($"{node.ManagedThreadId}");
ImGui.EndTooltip();
}
}
else
{
// Aka root node.
string label = $"{node.Label}";
drawList.AddText(new Vector2(startX + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
}
// Draw each child node under this node
foreach (Profiler.ScopeNode child in node.Children)
{
alternate = !alternate;
RenderNode(drawList, child, startTime, totalDuration, startX, baseY, depth + 1, contentWidth, alternate);
}
}
// Recursive function to calculate the maximum depth of the node tree
private static int GetMaxDepth(Profiler.ScopeNode node, int currentDepth)
{
if (node.Children == null || node.Children.Count == 0)
{
return currentDepth;
}
int maxDepth = currentDepth;
foreach (Profiler.ScopeNode child in node.Children)
{
maxDepth = Math.Max(maxDepth, GetMaxDepth(child, currentDepth + 1));
}
return maxDepth;
}
}

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@ -0,0 +1,68 @@
using System.Numerics;
using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Runtime.Components;
namespace Nerfed.Runtime.Serialization;
public static class ComponentHelper
{
// Auto generate this.
public static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentByType = new()
{
{ typeof(LocalTransform), (world, entity) => world.Get<LocalTransform>(entity) },
{ typeof(Root), (world, entity) => world.Get<Root>(entity) },
};
// Auto generate this.
public static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentByType = new()
{
{ typeof(LocalTransform), (world, entity, component) => world.Set(entity, (LocalTransform)component) },
{ typeof(Root), (world, entity, component) => world.Set(entity, (Root)component) },
};
// Auto generate this, but it should only contain user assignable components (so something like 'root' should be excluded).
// Maybe use an attribute for this.
public static readonly Dictionary<Type, Action<World, Entity>> AddComponentByType = new()
{
{ typeof(LocalTransform), (world, entity) => world.Set(entity, LocalTransform.Identity) },
};
// Auto generate this, but also keep the option for 'custom inspectors'.
// Maybe via attribute?
public static readonly Dictionary<Type, Action<World, Entity>> ComponentInspectorByType = new()
{
{
typeof(LocalTransform), (world, entity) =>
{
(Vector3 position, Quaternion rotation, Vector3 scale) = world.Get<LocalTransform>(entity);
Vector3 eulerAngles = MathEx.ToEulerAngles(rotation);
eulerAngles = new Vector3(float.RadiansToDegrees(eulerAngles.X), float.RadiansToDegrees(eulerAngles.Y), float.RadiansToDegrees(eulerAngles.Z));
bool isDirty = false;
ImGui.BeginGroup();
ImGui.Text($"{nameof(LocalTransform)}");
isDirty |= ImGui.DragFloat3("Position", ref position, 0.2f, float.MinValue, float.MaxValue /*, "%f0 m" */); // TODO: right format.
isDirty |= ImGui.DragFloat3("Rotation", ref eulerAngles);
isDirty |= ImGui.DragFloat3("Scale", ref scale);
ImGui.EndGroup();
if (!isDirty)
{
return;
}
eulerAngles = new Vector3(float.DegreesToRadians(eulerAngles.X), float.DegreesToRadians(eulerAngles.Y), float.DegreesToRadians(eulerAngles.Z));
world.Set(entity, new LocalTransform(position, MathEx.ToQuaternion(eulerAngles), scale));
}
},
{
typeof(Root), (world, entity) =>
{
ImGui.BeginGroup();
ImGui.Text($"{nameof(Root)}");
ImGui.EndGroup();
}
},
};
}

View File

@ -0,0 +1,95 @@
using MoonTools.ECS;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
using System.Numerics;
// TODO:
// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
// Often you need to either get or set these values.
// If so, we probably need a utility funciton to do so. Since changing these values means that we need to update all the related data + children as well.
// TODO:
// When modifying transform all the children need to be updated as well.
namespace Nerfed.Runtime.Systems
{
public class LocalToWorldSystem : MoonTools.ECS.System
{
private readonly bool useParallelFor = true; // When having a low amount of transforms or when in debug mode this might be slower.
private readonly Filter rootEntitiesFilter;
private readonly Filter entitiesWithoutLocalToWorldFilter;
private readonly Action<int> updateWorldTransform;
public LocalToWorldSystem(World world) : base(world)
{
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
if (useParallelFor)
{
entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
updateWorldTransform = UpdateWorldTransformByIndex;
}
}
public override void Update(TimeSpan delta)
{
if (rootEntitiesFilter.Empty)
{
return;
}
if (useParallelFor)
{
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
// This check is needed because some entities might not have a LocalToWorld component yet.
// Adding this during the loop will break.
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
Set(entity, new LocalToWorld(Matrix4x4.Identity));
}
Profiler.EndSample();
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
// This should only be used when the filter doesn't change by executing these functions!
// So no entity deletion or setting/removing of components used by the filters in this loop.
Parallel.For(0, rootEntitiesFilter.Count, updateWorldTransform);
Profiler.EndSample();
}
else
{
foreach (Entity entity in rootEntitiesFilter.Entities)
{
Profiler.BeginSample("UpdateWorldTransform");
UpdateWorldTransform(entity, Matrix4x4.Identity);
Profiler.EndSample();
}
}
}
private void UpdateWorldTransformByIndex(int entityFilterIndex)
{
Profiler.BeginSample("UpdateWorldTransformByIndex");
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
UpdateWorldTransform(entity, Matrix4x4.Identity);
Profiler.EndSample();
}
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
{
// TODO: Only update dirty transforms.
// If a parent is dirty all the children need to update their localToWorld matrix.
// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
if (Has<LocalTransform>(entity))
{
LocalTransform localTransform = Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
Set(entity, localToWorld);
}
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
UpdateWorldTransform(childEntity, localToWorldMatrix);
}
}
}
}

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@ -0,0 +1,73 @@
using System.Collections;
namespace Nerfed.Runtime;
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
{
private readonly Queue<T> queue = null;
private readonly int maxSize = 10;
private T lastAddedElement;
public BoundedQueue(int maxSize)
{
this.maxSize = maxSize;
queue = new Queue<T>(maxSize);
}
public void Enqueue(T item)
{
queue.Enqueue(item);
if (queue.Count > maxSize)
{
queue.Dequeue(); // Remove the oldest element
}
lastAddedElement = item;
}
public T Dequeue()
{
return queue.Dequeue();
}
public T Peek()
{
return queue.Peek();
}
public T LastAddedElement()
{
return lastAddedElement;
}
public void Clear()
{
queue.Clear();
}
public bool Contains(T item)
{
return queue.Contains(item);
}
public IEnumerator<T> GetEnumerator()
{
return queue.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return queue.GetEnumerator();
}
public void CopyTo(Array array, int index)
{
((ICollection)queue).CopyTo(array, index);
}
public int Count => queue.Count;
public int Capacity => maxSize;
public bool IsSynchronized => ((ICollection)queue).IsSynchronized;
public object SyncRoot => ((ICollection)queue).SyncRoot;
int IReadOnlyCollection<T>.Count => queue.Count;
}

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@ -1,3 +1,5 @@
using System.Numerics;
namespace Nerfed.Runtime;
public static class MathEx
@ -17,4 +19,51 @@ public static float Denormalize(float value, float newMin, float newMax) {
public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
return (value - oldMin) / (oldMax - oldMin) * (newMax - newMin) + newMin;
}
// https://stackoverflow.com/questions/70462758/c-sharp-how-to-convert-quaternions-to-euler-angles-xyz
public static Quaternion ToQuaternion(Vector3 v)
{
float cy = (float)Math.Cos(v.Z * 0.5);
float sy = (float)Math.Sin(v.Z * 0.5);
float cp = (float)Math.Cos(v.Y * 0.5);
float sp = (float)Math.Sin(v.Y * 0.5);
float cr = (float)Math.Cos(v.X * 0.5);
float sr = (float)Math.Sin(v.X * 0.5);
return new Quaternion
{
W = (cr * cp * cy + sr * sp * sy),
X = (sr * cp * cy - cr * sp * sy),
Y = (cr * sp * cy + sr * cp * sy),
Z = (cr * cp * sy - sr * sp * cy),
};
}
public static Vector3 ToEulerAngles(Quaternion q)
{
Vector3 angles = new();
// roll / x
double sinrCosp = 2 * (q.W * q.X + q.Y * q.Z);
double cosrCosp = 1 - 2 * (q.X * q.X + q.Y * q.Y);
angles.X = (float)Math.Atan2(sinrCosp, cosrCosp);
// pitch / y
double sinp = 2 * (q.W * q.Y - q.Z * q.X);
if (Math.Abs(sinp) >= 1)
{
angles.Y = (float)Math.CopySign(Math.PI / 2, sinp);
}
else
{
angles.Y = (float)Math.Asin(sinp);
}
// yaw / z
double sinyCosp = 2 * (q.W * q.Z + q.X * q.Y);
double cosyCosp = 1 - 2 * (q.Y * q.Y + q.Z * q.Z);
angles.Z = (float)Math.Atan2(sinyCosp, cosyCosp);
return angles;
}
}

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@ -0,0 +1,13 @@
using System.Security.Cryptography;
namespace Nerfed.Runtime.Util;
public static class RandomId
{
public static uint GenerateSecureRandomUInt()
{
byte[] buffer = new byte[4];
RandomNumberGenerator.Fill(buffer);
return BitConverter.ToUInt32(buffer, 0);
}
}

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@ -0,0 +1,99 @@
using MoonTools.ECS;
using Nerfed.Runtime.Components;
using System.Collections.Generic;
using System.Numerics;
namespace Nerfed.Runtime.Util
{
// https://github.com/needle-mirror/com.unity.entities/blob/master/Unity.Transforms/TransformHelpers.cs
public static class Transform
{
public static Vector3 Forward(in this Matrix4x4 matrix) => new Vector3(matrix.M31, matrix.M32, matrix.M33);
public static Vector3 Back(in this Matrix4x4 matrix) => -matrix.Forward();
public static Vector3 Up(in this Matrix4x4 matrix) => new Vector3(matrix.M21, matrix.M22, matrix.M23);
public static Vector3 Down(in this Matrix4x4 matrix) => -matrix.Up();
public static Vector3 Right(in this Matrix4x4 matrix) => new Vector3(matrix.M11, matrix.M12, matrix.M13);
public static Vector3 Left(in this Matrix4x4 matrix) => -matrix.Right();
//public static Vector3 Translation(in this Matrix4x4 matrix) => new Vector3();
//public static Quaternion Rotation(in this Matrix4x4 matrix) => new Quaternion();
public static Matrix4x4 TRS(in this LocalTransform localTransform)
{
return Matrix4x4.CreateScale(localTransform.scale) *
Matrix4x4.CreateFromQuaternion(localTransform.rotation) *
Matrix4x4.CreateTranslation(localTransform.position);
}
// Sets the parent child relation and adds a child component.
// Relation goes from child to parent.
public static void SetParent(in World world, in Entity child, in Entity parent)
{
RemoveParent(world, child);
world.Relate(child, parent, new ChildParentRelation());
world.Set(child, new Child());
world.Remove<Root>(child);
return;
}
// Removes any parent child relation ship, thus making it a 'root' object.
public static void RemoveParent(in World world, in Entity child)
{
if (!world.HasOutRelation<ChildParentRelation>(child))
{
return;
}
Entity parent = world.OutRelationSingleton<ChildParentRelation>(child);
// TODO: Check if Unrelate all also unrelates incomming relations..?
world.Unrelate<ChildParentRelation>(child, parent);
world.Remove<Child>(child);
world.Set(child, new Root());
}
public static Entity CreateBaseEntity(this World world, string tag = "")
{
Entity entity = world.CreateEntity(tag);
world.Set(entity, new Root());
return entity;
}
// Force update the transform data of an entity (and children).
// Useful for when you need precise up to date transform data.
public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
{
Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
if (world.HasOutRelation<ChildParentRelation>(entity)) {
Entity parent = world.OutRelationSingleton<ChildParentRelation>(entity);
if (world.Has<LocalToWorld>(parent))
{
parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
}
}
ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
}
private static void ForceUpdateLocalToWorld(in World world, in Entity entity, Matrix4x4 localToWorldMatrix)
{
if (world.Has<LocalTransform>(entity))
{
LocalTransform localTransform = world.Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
world.Set(entity, localToWorld);
Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
}
ReverseSpanEnumerator<Entity> childEntities = world.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
ForceUpdateLocalToWorld(world, childEntity, localToWorldMatrix);
}
}
}
}