Compare commits
14 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 059638e6e0 | |||
| fec2cd8d24 | |||
| 5eaf3547dc | |||
| d80e1177b9 | |||
| cf6cd080c6 | |||
| 87ee6df46f | |||
| 57b42d8daa | |||
| 2a351f7b9d | |||
| 7225d13880 | |||
| 567714a52d | |||
| 2c84e650d6 | |||
| 82fe47f627 | |||
| 6be63195f0 | |||
| 9387bfa59c |
@@ -0,0 +1,4 @@
|
|||||||
|
# Copilot Instructions
|
||||||
|
|
||||||
|
## Project Guidelines
|
||||||
|
- In MoonTools.ECS, do not store plain references to `Entity` objects in long-lived collections outside the ECS world, because their underlying IDs can be reused or destroyed. Instead, query the ECS world to track or process entities based on their assigned components.
|
||||||
+2
-2
@@ -16,6 +16,6 @@
|
|||||||
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
|
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
|
||||||
path = Nerfed.Runtime/Libraries/ImGui.NET
|
path = Nerfed.Runtime/Libraries/ImGui.NET
|
||||||
url = https://github.com/ImGuiNET/ImGui.NET.git
|
url = https://github.com/ImGuiNET/ImGui.NET.git
|
||||||
[submodule "Nerfed.Runtime/Libraries/ECS"]
|
[submodule "Nerfed.Runtime/Libraries/MoonTools.ECS"]
|
||||||
path = Nerfed.Runtime/Libraries/ECS
|
path = Nerfed.Runtime/Libraries/MoonTools.ECS
|
||||||
url = https://github.com/MoonsideGames/MoonTools.ECS.git
|
url = https://github.com/MoonsideGames/MoonTools.ECS.git
|
||||||
|
|||||||
Generated
+1
@@ -4,6 +4,7 @@
|
|||||||
<mapping directory="" vcs="Git" />
|
<mapping directory="" vcs="Git" />
|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/FAudio" 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/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/RefreshCS" vcs="Git" />
|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/SDL2CS" vcs="Git" />
|
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/SDL2CS" vcs="Git" />
|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />
|
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
|
using System.Text.Json;
|
||||||
|
using Nerfed.Builder.Meta;
|
||||||
|
|
||||||
namespace Nerfed.Builder;
|
namespace Nerfed.Builder;
|
||||||
|
|
||||||
@@ -57,15 +59,45 @@ public class Builder : IDisposable
|
|||||||
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
|
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
|
||||||
|
|
||||||
FileInfo inFileInfo = new FileInfo(inFile);
|
FileInfo inFileInfo = new FileInfo(inFile);
|
||||||
FileInfo outFileInfo = new FileInfo(outFile);
|
|
||||||
|
|
||||||
if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
|
// =========================================================================
|
||||||
|
// STEP 1: GUID META FILE SYNC
|
||||||
|
// Ensure the source file has a backing .meta file generating its Guid
|
||||||
|
// =========================================================================
|
||||||
|
string metaFile = inFile + ".meta";
|
||||||
|
AssetMeta metaData;
|
||||||
|
|
||||||
|
if (!File.Exists(metaFile))
|
||||||
|
{
|
||||||
|
// Generate a brand new meta file to track this asset permanently
|
||||||
|
metaData = new AssetMeta(Guid.NewGuid());
|
||||||
|
string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
|
||||||
|
File.WriteAllText(metaFile, json);
|
||||||
|
Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Load the existing guid
|
||||||
|
metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
|
||||||
|
string cacheOutFile = $"{args.ResourceOutPath}/{metaData.Id}.bin";
|
||||||
|
FileInfo outFileInfo = new FileInfo(cacheOutFile);
|
||||||
|
|
||||||
|
// Rebuild if the source file changed, or if the meta file changed!
|
||||||
|
FileInfo metaFileInfo = new FileInfo(metaFile);
|
||||||
|
bool requiresCompile = !outFileInfo.Exists ||
|
||||||
|
FileUtil.IsNewer(inFileInfo, outFileInfo) ||
|
||||||
|
FileUtil.IsNewer(metaFileInfo, outFileInfo);
|
||||||
|
|
||||||
|
if (!requiresCompile)
|
||||||
{
|
{
|
||||||
// File has not changed since last build, no need to build this one.
|
// File has not changed since last build, no need to build this one.
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
string outDir = Path.GetDirectoryName(outFile);
|
string outDir = Path.GetDirectoryName(cacheOutFile)!;
|
||||||
if (!Directory.Exists(outDir))
|
if (!Directory.Exists(outDir))
|
||||||
{
|
{
|
||||||
Directory.CreateDirectory(outDir);
|
Directory.CreateDirectory(outDir);
|
||||||
@@ -74,14 +106,14 @@ public class Builder : IDisposable
|
|||||||
string ext = Path.GetExtension(inFile).ToLower();
|
string ext = Path.GetExtension(inFile).ToLower();
|
||||||
if (importers.TryGetValue(ext, out IImporter importer))
|
if (importers.TryGetValue(ext, out IImporter importer))
|
||||||
{
|
{
|
||||||
importer.Import(inFile, outFile);
|
importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
rawFileImporter.Import(inFile, outFile);
|
rawFileImporter.Import(inFile, cacheOutFile);
|
||||||
}
|
}
|
||||||
|
|
||||||
Console.WriteLine(relativeFile);
|
Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -0,0 +1,30 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Nerfed.Builder.Meta
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
|
||||||
|
/// </summary>
|
||||||
|
public class AssetMeta
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The universally unique identifier for this asset, generated on first import.
|
||||||
|
/// </summary>
|
||||||
|
public Guid Id { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
|
||||||
|
/// </summary>
|
||||||
|
public int ImporterVersion { get; set; } = 1;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Base constructor needed for JSON deserialization
|
||||||
|
/// </summary>
|
||||||
|
public AssetMeta() { }
|
||||||
|
|
||||||
|
public AssetMeta(Guid id)
|
||||||
|
{
|
||||||
|
Id = id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,6 +1,4 @@
|
|||||||
namespace Nerfed.Editor.Components;
|
namespace Nerfed.Editor.Components;
|
||||||
|
|
||||||
public readonly record struct SelectedInHierachy;
|
public readonly record struct SelectedInHierachy;
|
||||||
public readonly record struct ClickedInHierachy;
|
public readonly record struct ClickedInHierachy;
|
||||||
public readonly record struct PayloadSourceInHierachy;
|
|
||||||
public readonly record struct PayloadTargetInHierachy;
|
|
||||||
@@ -69,6 +69,7 @@ namespace Nerfed.Editor
|
|||||||
|
|
||||||
foreach (MoonTools.ECS.System system in Program.editorSystems)
|
foreach (MoonTools.ECS.System system in Program.editorSystems)
|
||||||
{
|
{
|
||||||
|
using ProfilerScope scope = new(system.GetType().Name);
|
||||||
system.Update(Engine.Timestep);
|
system.Update(Engine.Timestep);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+47
-20
@@ -28,24 +28,42 @@ internal class Program
|
|||||||
{
|
{
|
||||||
//systems.Add(new ParentSystem(world));
|
//systems.Add(new ParentSystem(world));
|
||||||
systems.Add(new LocalToWorldSystem(world));
|
systems.Add(new LocalToWorldSystem(world));
|
||||||
editorSystems.Add(new EditorHierarchyWindow(world));
|
editorSystems.Add(new EditorProfilerWindow(world));
|
||||||
|
// editorSystems.Add(new EditorHierarchyWindow(world));
|
||||||
|
#if DEBUG
|
||||||
|
editorSystems.Add(new EditorInspectorWindow(world));
|
||||||
|
#endif
|
||||||
|
|
||||||
Entity ent1 = world.CreateEntity("parent");
|
// Entity ent1 = world.CreateEntity("parent");
|
||||||
world.Set(ent1, new Root());
|
// world.Set(ent1, new Root());
|
||||||
world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
|
// 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");
|
||||||
|
|
||||||
Entity ent2 = world.CreateEntity("child");
|
for (int i = 0; i < 1000000; i++)
|
||||||
world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
|
{
|
||||||
Transform.SetParent(world, ent2, ent1);
|
Entity newEnt = world.CreateBaseEntity();
|
||||||
|
world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
|
||||||
|
|
||||||
Entity ent3 = world.CreateEntity("entity3");
|
// Entity parent = newEnt;
|
||||||
world.Set(ent3, new Root());
|
// for (int j = 0; j < 2; j++) {
|
||||||
Transform.SetParent(world, ent3, ent2);
|
// Entity newChildEnt = world.CreateEntity();
|
||||||
|
// world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
|
||||||
Entity ent4 = world.CreateEntity("entity4");
|
// Transform.SetParent(world, newChildEnt, parent);
|
||||||
world.Set(ent4, new Root());
|
// parent = newChildEnt;
|
||||||
|
// }
|
||||||
Entity ent5 = world.CreateBaseEntity("entity5");
|
}
|
||||||
|
|
||||||
// Open project.
|
// Open project.
|
||||||
// Setip EditorGui.
|
// Setip EditorGui.
|
||||||
@@ -56,21 +74,30 @@ internal class Program
|
|||||||
{
|
{
|
||||||
foreach (MoonTools.ECS.System system in systems)
|
foreach (MoonTools.ECS.System system in systems)
|
||||||
{
|
{
|
||||||
|
using ProfilerScope scope = new(system.GetType().Name);
|
||||||
system.Update(Engine.Timestep);
|
system.Update(Engine.Timestep);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Editor Update.
|
using (new ProfilerScope("EditorGui.Update"))
|
||||||
EditorGui.Update();
|
{
|
||||||
|
// Editor Update.
|
||||||
|
EditorGui.Update();
|
||||||
|
}
|
||||||
|
|
||||||
// Try Catch UserCode Update.
|
// Try Catch UserCode Update.
|
||||||
|
|
||||||
world.FinishUpdate();
|
using (new ProfilerScope("world.FinishUpdate"))
|
||||||
|
{
|
||||||
|
world.FinishUpdate();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void HandleOnRender()
|
private static void HandleOnRender()
|
||||||
{
|
{
|
||||||
EditorGui.Render();
|
using (new ProfilerScope("EditorGui.Render"))
|
||||||
|
{
|
||||||
|
EditorGui.Render();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void HandleOnQuit()
|
private static void HandleOnQuit()
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ using Nerfed.Runtime.Util;
|
|||||||
namespace Nerfed.Editor.Systems
|
namespace Nerfed.Editor.Systems
|
||||||
{
|
{
|
||||||
// Window that draws entities.
|
// Window that draws entities.
|
||||||
internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
|
internal class EditorHierarchyWindow : MoonTools.ECS.System
|
||||||
{
|
{
|
||||||
private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
|
private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
|
||||||
|
|
||||||
@@ -17,7 +17,6 @@ namespace Nerfed.Editor.Systems
|
|||||||
private readonly Filter rootEntitiesFilter;
|
private readonly Filter rootEntitiesFilter;
|
||||||
|
|
||||||
private readonly EditorHierachySelectionSystem hierachySelectionSystem;
|
private readonly EditorHierachySelectionSystem hierachySelectionSystem;
|
||||||
private readonly EditorHierachyDragAndDropSystem hierachyDragAndDropSystem;
|
|
||||||
|
|
||||||
public EditorHierarchyWindow(World world) : base(world)
|
public EditorHierarchyWindow(World world) : base(world)
|
||||||
{
|
{
|
||||||
@@ -34,7 +33,6 @@ namespace Nerfed.Editor.Systems
|
|||||||
// Or a EditorComponent, just a component that always gets added when in editor mode.
|
// Or a EditorComponent, just a component that always gets added when in editor mode.
|
||||||
|
|
||||||
hierachySelectionSystem = new EditorHierachySelectionSystem(world);
|
hierachySelectionSystem = new EditorHierachySelectionSystem(world);
|
||||||
hierachyDragAndDropSystem = new EditorHierachyDragAndDropSystem(world);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Update(TimeSpan delta)
|
public override void Update(TimeSpan delta)
|
||||||
@@ -46,23 +44,23 @@ namespace Nerfed.Editor.Systems
|
|||||||
|
|
||||||
if (ImGui.TreeNodeEx("World", flags))
|
if (ImGui.TreeNodeEx("World", flags))
|
||||||
{
|
{
|
||||||
//if (ImGui.BeginDragDropTarget())
|
if (ImGui.BeginDragDropTarget())
|
||||||
//{
|
{
|
||||||
// unsafe
|
unsafe
|
||||||
// {
|
{
|
||||||
// ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
||||||
// if (payload.NativePtr != null)
|
if (payload.NativePtr != null)
|
||||||
// {
|
{
|
||||||
// Entity* data = (Entity*)payload.Data;
|
Entity* data = (Entity*)payload.Data;
|
||||||
// Entity child = data[0];
|
Entity child = data[0];
|
||||||
|
|
||||||
// Log.Info($"Dropped {child.ID}");
|
Log.Info($"Dropped {child.ID}");
|
||||||
|
|
||||||
// Transform.RemoveParent(World, child);
|
Transform.RemoveParent(World, child);
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// ImGui.EndDragDropTarget();
|
ImGui.EndDragDropTarget();
|
||||||
//}
|
}
|
||||||
|
|
||||||
//foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
|
//foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
|
||||||
//{
|
//{
|
||||||
@@ -80,7 +78,6 @@ namespace Nerfed.Editor.Systems
|
|||||||
ImGui.End();
|
ImGui.End();
|
||||||
|
|
||||||
hierachySelectionSystem.Update(delta);
|
hierachySelectionSystem.Update(delta);
|
||||||
hierachyDragAndDropSystem.Update(delta);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawEntityAndChildren(in Entity entity)
|
private void DrawEntityAndChildren(in Entity entity)
|
||||||
@@ -99,6 +96,7 @@ namespace Nerfed.Editor.Systems
|
|||||||
|
|
||||||
if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
|
if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
|
||||||
{
|
{
|
||||||
|
// TODO: fix selection, look at ImGui 1.91, https://github.com/ocornut/imgui/wiki/Multi-Select
|
||||||
// Selection.
|
// Selection.
|
||||||
if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
|
if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
|
||||||
{
|
{
|
||||||
@@ -108,47 +106,35 @@ namespace Nerfed.Editor.Systems
|
|||||||
// Drag and drop.
|
// Drag and drop.
|
||||||
if (ImGui.BeginDragDropSource())
|
if (ImGui.BeginDragDropSource())
|
||||||
{
|
{
|
||||||
ImGui.SetDragDropPayload($"{nameof(EditorHierarchyWindow)}", nint.Zero, 0);
|
unsafe
|
||||||
Set(entity, new PayloadSourceInHierachy());
|
{
|
||||||
Log.Info($"SetSource {entity.ID}");
|
fixed (Entity* payload = &entity)
|
||||||
|
{
|
||||||
//unsafe
|
ImGui.SetDragDropPayload($"{nameof(EditorHierarchyWindow)}", (IntPtr)payload, (uint)sizeof(Entity));
|
||||||
//{
|
}
|
||||||
// fixed (Entity* payload = &entity)
|
}
|
||||||
// {
|
|
||||||
// ImGui.SetDragDropPayload($"{nameof(EditorHierarchyWindow)}", (IntPtr)payload, (uint)sizeof(Entity));
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
ImGui.EndDragDropSource();
|
ImGui.EndDragDropSource();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ImGui.BeginDragDropTarget())
|
if (ImGui.BeginDragDropTarget())
|
||||||
{
|
{
|
||||||
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
|
||||||
unsafe
|
unsafe
|
||||||
{
|
{
|
||||||
|
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
||||||
if (payload.NativePtr != null)
|
if (payload.NativePtr != null)
|
||||||
{
|
{
|
||||||
Log.Info($"SetTarget {entity.ID}");
|
Entity ent = *(Entity*)payload.Data;
|
||||||
Set(entity, new PayloadTargetInHierachy());
|
|
||||||
|
Log.Info($"Dropped {ent.ID}");
|
||||||
|
|
||||||
|
Transform.SetParent(World, ent, entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//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();
|
ImGui.EndDragDropTarget();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw children.
|
||||||
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||||
foreach (Entity childEntity in childEntities)
|
foreach (Entity childEntity in childEntities)
|
||||||
{
|
{
|
||||||
@@ -200,53 +186,5 @@ namespace Nerfed.Editor.Systems
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private class EditorHierachyDragAndDropSystem : MoonTools.ECS.System
|
|
||||||
{
|
|
||||||
private readonly Filter sourceEntities;
|
|
||||||
private readonly Filter targetEntities;
|
|
||||||
|
|
||||||
public EditorHierachyDragAndDropSystem(World world) : base(world)
|
|
||||||
{
|
|
||||||
sourceEntities = FilterBuilder.Include<PayloadSourceInHierachy>().Build();
|
|
||||||
targetEntities = FilterBuilder.Include<PayloadTargetInHierachy>().Build();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update(TimeSpan delta)
|
|
||||||
{
|
|
||||||
if (!targetEntities.Empty)
|
|
||||||
{
|
|
||||||
Entity target = GetSingletonEntity<PayloadTargetInHierachy>();
|
|
||||||
|
|
||||||
foreach (Entity source in sourceEntities.Entities)
|
|
||||||
{
|
|
||||||
Transform.SetParent(World, source, target);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool clear = false;
|
|
||||||
unsafe
|
|
||||||
{
|
|
||||||
ImGuiPayloadPtr payload = ImGui.GetDragDropPayload();
|
|
||||||
if (payload.NativePtr == null)
|
|
||||||
{
|
|
||||||
clear = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (clear)
|
|
||||||
{
|
|
||||||
foreach (Entity source in targetEntities.Entities)
|
|
||||||
{
|
|
||||||
Remove<PayloadTargetInHierachy>(source);
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (Entity source in sourceEntities.Entities)
|
|
||||||
{
|
|
||||||
Remove<PayloadSourceInHierachy>(source);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,20 +1,11 @@
|
|||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
using Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Components
|
namespace Nerfed.Runtime.Components
|
||||||
{
|
{
|
||||||
public struct LocalTransform
|
[SceneComponent]
|
||||||
|
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
||||||
{
|
{
|
||||||
public Vector3 position;
|
|
||||||
public Quaternion rotation;
|
|
||||||
public Vector3 scale;
|
|
||||||
|
|
||||||
public LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
|
||||||
{
|
|
||||||
this.position = position;
|
|
||||||
this.rotation = rotation;
|
|
||||||
this.scale = scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,7 @@
|
|||||||
namespace Nerfed.Runtime.Components
|
using Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Components
|
||||||
{
|
{
|
||||||
|
[SceneComponent]
|
||||||
public readonly record struct Test();
|
public readonly record struct Test();
|
||||||
}
|
}
|
||||||
|
|||||||
+45
-59
@@ -16,7 +16,7 @@ public static class Engine
|
|||||||
public static bool VSync { get; set; }
|
public static bool VSync { get; set; }
|
||||||
|
|
||||||
public static GraphicsDevice GraphicsDevice { get; private set; }
|
public static GraphicsDevice GraphicsDevice { get; private set; }
|
||||||
public static AudioDevice AudioDevice { get; private set; }
|
//public static AudioDevice AudioDevice { get; private set; }
|
||||||
public static Window MainWindow { get; private set; }
|
public static Window MainWindow { get; private set; }
|
||||||
public static TimeSpan Timestep { get; private set; }
|
public static TimeSpan Timestep { get; private set; }
|
||||||
|
|
||||||
@@ -44,37 +44,32 @@ public static class Engine
|
|||||||
private const string WindowTitle = "Nerfed";
|
private const string WindowTitle = "Nerfed";
|
||||||
//..
|
//..
|
||||||
|
|
||||||
public static void Run(string[] args)
|
public static void Run(string[] args) {
|
||||||
{
|
|
||||||
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
||||||
gameTimer = Stopwatch.StartNew();
|
gameTimer = Stopwatch.StartNew();
|
||||||
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
||||||
|
|
||||||
for (int i = 0; i < previousSleepTimes.Length; i += 1)
|
for(int i = 0; i < previousSleepTimes.Length; i += 1) {
|
||||||
{
|
|
||||||
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
|
if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
|
||||||
{
|
|
||||||
throw new Exception("Failed to init SDL");
|
throw new Exception("Failed to init SDL");
|
||||||
}
|
}
|
||||||
|
|
||||||
GraphicsDevice = new GraphicsDevice(BackendFlags.All);
|
GraphicsDevice = new GraphicsDevice(BackendFlags.All);
|
||||||
GraphicsDevice.LoadDefaultPipelines();
|
GraphicsDevice.LoadDefaultPipelines();
|
||||||
|
|
||||||
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
||||||
if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
|
if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
|
||||||
{
|
|
||||||
throw new Exception("Failed to claim window");
|
throw new Exception("Failed to claim window");
|
||||||
}
|
}
|
||||||
|
|
||||||
AudioDevice = new AudioDevice();
|
//AudioDevice = new AudioDevice();
|
||||||
|
|
||||||
OnInitialize?.Invoke();
|
OnInitialize?.Invoke();
|
||||||
|
|
||||||
while (!quit)
|
while(!quit) {
|
||||||
{
|
|
||||||
Tick();
|
Tick();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -83,45 +78,41 @@ public static class Engine
|
|||||||
GraphicsDevice.UnclaimWindow(MainWindow);
|
GraphicsDevice.UnclaimWindow(MainWindow);
|
||||||
MainWindow.Dispose();
|
MainWindow.Dispose();
|
||||||
GraphicsDevice.Dispose();
|
GraphicsDevice.Dispose();
|
||||||
AudioDevice.Dispose();
|
//AudioDevice.Dispose();
|
||||||
SDL.SDL_Quit();
|
SDL.SDL_Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the frame limiter settings.
|
/// Updates the frame limiter settings.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static void SetFrameLimiter(FrameLimiterSettings settings)
|
public static void SetFrameLimiter(FrameLimiterSettings settings) {
|
||||||
{
|
|
||||||
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
||||||
|
|
||||||
if (framerateCapped)
|
if(framerateCapped) {
|
||||||
{
|
|
||||||
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
||||||
}
|
} else {
|
||||||
else
|
|
||||||
{
|
|
||||||
framerateCapTimeSpan = TimeSpan.Zero;
|
framerateCapTimeSpan = TimeSpan.Zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Quit()
|
public static void Quit() {
|
||||||
{
|
|
||||||
quit = true;
|
quit = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void Tick()
|
private static void Tick() {
|
||||||
{
|
Profiler.BeginFrame();
|
||||||
|
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
|
|
||||||
if (framerateCapped)
|
if(framerateCapped) {
|
||||||
{
|
Profiler.BeginSample("framerateCapped");
|
||||||
|
|
||||||
/* We want to wait until the framerate cap,
|
/* We want to wait until the framerate cap,
|
||||||
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
|
* 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
|
* seeing how long we actually slept for lets us estimate the worst case
|
||||||
* sleep precision so we don't oversleep the next frame.
|
* sleep precision so we don't oversleep the next frame.
|
||||||
*/
|
*/
|
||||||
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
|
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
|
||||||
{
|
|
||||||
Thread.Sleep(1);
|
Thread.Sleep(1);
|
||||||
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
||||||
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
||||||
@@ -132,23 +123,22 @@ public static class Engine
|
|||||||
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
||||||
* an efficient and time-accurate way to wait out the rest of the time.
|
* an efficient and time-accurate way to wait out the rest of the time.
|
||||||
*/
|
*/
|
||||||
while (accumulatedDrawTime < framerateCapTimeSpan)
|
while(accumulatedDrawTime < framerateCapTimeSpan) {
|
||||||
{
|
|
||||||
Thread.SpinWait(1);
|
Thread.SpinWait(1);
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Do not let any step take longer than our maximum.
|
// Do not let any step take longer than our maximum.
|
||||||
if (accumulatedUpdateTime > MaxDeltaTime)
|
if(accumulatedUpdateTime > MaxDeltaTime) {
|
||||||
{
|
|
||||||
accumulatedUpdateTime = MaxDeltaTime;
|
accumulatedUpdateTime = MaxDeltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!quit)
|
if(!quit) {
|
||||||
{
|
while(accumulatedUpdateTime >= Timestep) {
|
||||||
while (accumulatedUpdateTime >= Timestep)
|
Profiler.BeginSample("Update");
|
||||||
{
|
|
||||||
Keyboard.Update();
|
Keyboard.Update();
|
||||||
Mouse.Update();
|
Mouse.Update();
|
||||||
GamePad.Update();
|
GamePad.Update();
|
||||||
@@ -156,23 +146,29 @@ public static class Engine
|
|||||||
ProcessSDLEvents();
|
ProcessSDLEvents();
|
||||||
|
|
||||||
// Tick game here...
|
// Tick game here...
|
||||||
|
Profiler.BeginSample("OnUpdate");
|
||||||
OnUpdate?.Invoke();
|
OnUpdate?.Invoke();
|
||||||
|
Profiler.EndSample();
|
||||||
|
|
||||||
AudioDevice.WakeThread();
|
//AudioDevice.WakeThread();
|
||||||
accumulatedUpdateTime -= Timestep;
|
accumulatedUpdateTime -= Timestep;
|
||||||
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
|
|
||||||
double alpha = accumulatedUpdateTime / Timestep;
|
double alpha = accumulatedUpdateTime / Timestep;
|
||||||
|
|
||||||
// Render here..
|
// Render here..
|
||||||
|
Profiler.BeginSample("OnRender");
|
||||||
OnRender?.Invoke();
|
OnRender?.Invoke();
|
||||||
|
Profiler.EndSample();
|
||||||
|
|
||||||
accumulatedDrawTime -= framerateCapTimeSpan;
|
accumulatedDrawTime -= framerateCapTimeSpan;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Profiler.EndFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
private static TimeSpan AdvanceElapsedTime()
|
private static TimeSpan AdvanceElapsedTime() {
|
||||||
{
|
|
||||||
long currentTicks = gameTimer.Elapsed.Ticks;
|
long currentTicks = gameTimer.Elapsed.Ticks;
|
||||||
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
||||||
accumulatedUpdateTime += timeAdvanced;
|
accumulatedUpdateTime += timeAdvanced;
|
||||||
@@ -181,12 +177,9 @@ public static class Engine
|
|||||||
return timeAdvanced;
|
return timeAdvanced;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void ProcessSDLEvents()
|
private static void ProcessSDLEvents() {
|
||||||
{
|
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
|
||||||
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
|
switch(ev.type) {
|
||||||
{
|
|
||||||
switch (ev.type)
|
|
||||||
{
|
|
||||||
case SDL.SDL_EventType.SDL_QUIT:
|
case SDL.SDL_EventType.SDL_QUIT:
|
||||||
Quit();
|
Quit();
|
||||||
break;
|
break;
|
||||||
@@ -222,16 +215,14 @@ public static class Engine
|
|||||||
/* To calculate the sleep precision of the OS, we take the worst case
|
/* To calculate the sleep precision of the OS, we take the worst case
|
||||||
* time spent sleeping over the results of previous requests to sleep 1ms.
|
* time spent sleeping over the results of previous requests to sleep 1ms.
|
||||||
*/
|
*/
|
||||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
|
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
|
||||||
{
|
|
||||||
/* It is unlikely that the scheduler will actually be more imprecise than
|
/* It is unlikely that the scheduler will actually be more imprecise than
|
||||||
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
||||||
* value at 4ms for sanity.
|
* value at 4ms for sanity.
|
||||||
*/
|
*/
|
||||||
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
||||||
|
|
||||||
if (timeSpentSleeping > upperTimeBound)
|
if(timeSpentSleeping > upperTimeBound) {
|
||||||
{
|
|
||||||
timeSpentSleeping = upperTimeBound;
|
timeSpentSleeping = upperTimeBound;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -240,17 +231,12 @@ public static class Engine
|
|||||||
* is if we either 1) just got a new worst case, or 2) the worst case was
|
* is if we either 1) just got a new worst case, or 2) the worst case was
|
||||||
* the oldest entry on the list.
|
* the oldest entry on the list.
|
||||||
*/
|
*/
|
||||||
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
if(timeSpentSleeping >= worstCaseSleepPrecision) {
|
||||||
{
|
|
||||||
worstCaseSleepPrecision = timeSpentSleeping;
|
worstCaseSleepPrecision = timeSpentSleeping;
|
||||||
}
|
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
|
||||||
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
|
||||||
{
|
|
||||||
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
||||||
for (int i = 0; i < previousSleepTimes.Length; i++)
|
for(int i = 0; i < previousSleepTimes.Length; i++) {
|
||||||
{
|
if(previousSleepTimes[i] > maxSleepTime) {
|
||||||
if (previousSleepTimes[i] > maxSleepTime)
|
|
||||||
{
|
|
||||||
maxSleepTime = previousSleepTimes[i];
|
maxSleepTime = previousSleepTimes[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
|
|
||||||
internal void LoadDefaultPipelines()
|
internal void LoadDefaultPipelines()
|
||||||
{
|
{
|
||||||
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
|
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
|
||||||
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
|
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
|
||||||
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
|
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
|
||||||
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
|
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
|
||||||
|
|
||||||
VideoPipeline = new GraphicsPipeline(
|
VideoPipeline = new GraphicsPipeline(
|
||||||
this,
|
this,
|
||||||
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
resources.Clear();
|
resources.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
ResourceManager.Unload(FullscreenVertexShader);
|
ResourceManager.Release(FullscreenVertexShader);
|
||||||
ResourceManager.Unload(TextFragmentShader);
|
ResourceManager.Release(TextFragmentShader);
|
||||||
ResourceManager.Unload(TextVertexShader);
|
ResourceManager.Release(TextVertexShader);
|
||||||
ResourceManager.Unload(VideoFragmentShader);
|
ResourceManager.Release(VideoFragmentShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
Refresh.Refresh_DestroyDevice(Handle);
|
Refresh.Refresh_DestroyDevice(Handle);
|
||||||
|
|||||||
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
|
|||||||
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
||||||
io.DisplayFramebufferScale = Vector2.One;
|
io.DisplayFramebufferScale = Vector2.One;
|
||||||
|
|
||||||
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
||||||
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
||||||
|
|
||||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||||
|
|
||||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
|||||||
fontTexture?.Dispose();
|
fontTexture?.Dispose();
|
||||||
imGuiVertexBuffer?.Dispose();
|
imGuiVertexBuffer?.Dispose();
|
||||||
imGuiIndexBuffer?.Dispose();
|
imGuiIndexBuffer?.Dispose();
|
||||||
ResourceManager.Unload(imGuiVertexShader);
|
ResourceManager.Release(imGuiVertexShader);
|
||||||
ResourceManager.Unload(imGuiFragmentShader);
|
ResourceManager.Release(imGuiFragmentShader);
|
||||||
imGuiPipeline?.Dispose();
|
imGuiPipeline?.Dispose();
|
||||||
imGuiSampler?.Dispose();
|
imGuiSampler?.Dispose();
|
||||||
resourceUploader?.Dispose();
|
resourceUploader?.Dispose();
|
||||||
|
|||||||
@@ -32,13 +32,13 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Libraries\ECS\src\**\*.cs" />
|
|
||||||
<Compile Include="Libraries\SDL2CS\src\SDL2.cs" />
|
|
||||||
<Compile Include="Libraries\RefreshCS\RefreshCS.cs" />
|
|
||||||
<Compile Include="Libraries\FAudio\csharp\FAudio.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\WellspringCS\WellspringCS.cs" />
|
||||||
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
|
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
|
||||||
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
+145
-8
@@ -1,29 +1,166 @@
|
|||||||
using System.Diagnostics;
|
using System.Collections.Concurrent;
|
||||||
using System.Reflection;
|
using System.Diagnostics;
|
||||||
using System.Runtime.CompilerServices;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public struct ProfilerScope : IDisposable
|
public struct ProfilerScope : IDisposable
|
||||||
{
|
{
|
||||||
public ProfilerScope(string label) {
|
public ProfilerScope(string label)
|
||||||
|
{
|
||||||
Profiler.BeginSample(label);
|
Profiler.BeginSample(label);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Dispose() {
|
public void Dispose()
|
||||||
|
{
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static class Profiler
|
public static class Profiler
|
||||||
{
|
{
|
||||||
[Conditional("PROFILING")]
|
public class Frame(uint frameCount)
|
||||||
public static void BeginSample(string label) {
|
{
|
||||||
|
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")]
|
[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();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,8 +1,30 @@
|
|||||||
|
using System;
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
|
public enum ResourceState
|
||||||
|
{
|
||||||
|
Unloaded,
|
||||||
|
Queued,
|
||||||
|
Loading,
|
||||||
|
Loaded,
|
||||||
|
Failed
|
||||||
|
}
|
||||||
|
|
||||||
public abstract class Resource
|
public abstract class Resource
|
||||||
{
|
{
|
||||||
|
public Guid Id { get; internal set; }
|
||||||
public string Path { get; internal set; }
|
public string Path { get; internal set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Natively tracks if the resource is currently in RAM/VRAM.
|
||||||
|
/// </summary>
|
||||||
|
public ResourceState State { get; internal set; } = ResourceState.Unloaded;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tracks how many entities or systems currently need this loaded.
|
||||||
|
/// When it hits 0, the ResourceManager handles unloading natively.
|
||||||
|
/// </summary>
|
||||||
|
public int ReferenceCount { get; internal set; } = 0;
|
||||||
|
|
||||||
internal abstract void Load(Stream stream);
|
internal abstract void Load(Stream stream);
|
||||||
internal abstract void Unload();
|
internal abstract void Unload();
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Attach this component to an entity mapped to raw source-path strings.
|
||||||
|
/// Useful for testing, hardcoded assets, or before full editor-guided GUID injection.
|
||||||
|
/// </summary>
|
||||||
|
public readonly record struct AssetReferenceComponent(Guid AssetId);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A strongly-typed version of an asset reference, preventing the user from accidentally
|
||||||
|
/// assigning a Shader GUID to a Texture component in the Editor.
|
||||||
|
/// </summary>
|
||||||
|
public readonly record struct TypedAssetReference<TRes>(Guid AssetId) where TRes : Resource;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Added to an entity by the AssetStreamingSystem when the physical resource is fully
|
||||||
|
/// loaded in memory and ready to be used by the renderer or physics engine.
|
||||||
|
/// </summary>
|
||||||
|
public struct AssetLoadedTag { }
|
||||||
@@ -1,43 +1,209 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Concurrent;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using System.Threading;
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
|
||||||
|
/// loading and automatic reference-counted memory management.
|
||||||
|
/// </summary>
|
||||||
public static class ResourceManager
|
public static class ResourceManager
|
||||||
{
|
{
|
||||||
private const string rootName = "Resources";
|
private const string RootName = "Resources";
|
||||||
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
|
||||||
|
|
||||||
public static T Load<T>(string resourcePath) where T : Resource
|
// Track resources by their Guid ID instead of simple strings.
|
||||||
|
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
|
||||||
|
|
||||||
|
// Mapping a string path to its runtime Guid identifier
|
||||||
|
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
|
||||||
|
|
||||||
|
// Queues for background processing
|
||||||
|
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
|
||||||
|
|
||||||
|
// Loader threads
|
||||||
|
private static readonly Thread _loaderThread;
|
||||||
|
private static bool _isRunning = true;
|
||||||
|
|
||||||
|
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
|
||||||
|
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
|
||||||
{
|
{
|
||||||
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
{ typeof(Shader), () => new Shader() }
|
||||||
|
};
|
||||||
|
|
||||||
|
static ResourceManager()
|
||||||
|
{
|
||||||
|
_loaderThread = new Thread(LoaderWorkerLoop)
|
||||||
{
|
{
|
||||||
return (T)resource;
|
Name = "Nerfed Asset Loader",
|
||||||
|
IsBackground = true,
|
||||||
|
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
|
||||||
|
};
|
||||||
|
_loaderThread.Start();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Synchronously shuts down the loader thread when the engine closes.
|
||||||
|
/// </summary>
|
||||||
|
public static void Shutdown()
|
||||||
|
{
|
||||||
|
_isRunning = false;
|
||||||
|
_loaderThread.Join();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Registers a new resource type factory so the manager knows how to instantiate it.
|
||||||
|
/// Example: RegisterResourceType<Texture>(() => new Texture());
|
||||||
|
/// </summary>
|
||||||
|
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
|
||||||
|
{
|
||||||
|
_resourceFactories[typeof(T)] = factory;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
|
||||||
|
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
|
||||||
|
/// </summary>
|
||||||
|
public static Guid GetId(string resourcePath)
|
||||||
|
{
|
||||||
|
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Begins an asynchronous load for a resource by its Guid.
|
||||||
|
/// In ECS systems, Entities should strictly prefer this overload over the string one.
|
||||||
|
/// </summary>
|
||||||
|
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
|
||||||
|
{
|
||||||
|
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
|
||||||
|
{
|
||||||
|
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
|
||||||
|
{
|
||||||
|
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
var newResource = factory();
|
||||||
|
newResource.Id = assetId;
|
||||||
|
// The path is still required so the background thread knows which file to open from disk.
|
||||||
|
newResource.Path = expectedPath;
|
||||||
|
newResource.State = ResourceState.Unloaded;
|
||||||
|
|
||||||
|
return newResource;
|
||||||
|
});
|
||||||
|
|
||||||
|
lock (resource)
|
||||||
|
{
|
||||||
|
resource.ReferenceCount++;
|
||||||
|
|
||||||
|
if (resource.State == ResourceState.Unloaded)
|
||||||
|
{
|
||||||
|
resource.State = ResourceState.Queued;
|
||||||
|
_loadQueue.Enqueue(resource);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (typeof(T) == typeof(Shader))
|
|
||||||
{
|
|
||||||
resource = new Shader();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
throw new Exception("Failed to create resource");
|
|
||||||
}
|
|
||||||
|
|
||||||
Assert.Always(resource != null);
|
|
||||||
resource.Path = resourcePath;
|
|
||||||
resource.Load(StorageContainer.OpenStream(Path.Combine(AppContext.BaseDirectory, rootName, resourcePath) + ".bin"));
|
|
||||||
|
|
||||||
loadedResources.Add(resourcePath, resource);
|
|
||||||
return (T)resource;
|
return (T)resource;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Unload(Resource resource)
|
/// <summary>
|
||||||
|
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
|
||||||
|
/// This should generally be avoided in tight ECS loops.
|
||||||
|
/// </summary>
|
||||||
|
public static T Retain<T>(string resourcePath) where T : Resource
|
||||||
{
|
{
|
||||||
if (!loadedResources.ContainsKey(resource.Path))
|
Guid id = GetId(resourcePath);
|
||||||
{
|
return Retain<T>(id, resourcePath);
|
||||||
return;
|
}
|
||||||
}
|
|
||||||
|
|
||||||
resource.Unload();
|
/// <summary>
|
||||||
resource.Path = string.Empty;
|
/// Gets the current loading state of a resource by its Guid without altering its reference count.
|
||||||
loadedResources.Remove(resource.Path);
|
/// </summary>
|
||||||
|
public static ResourceState GetState(Guid id)
|
||||||
|
{
|
||||||
|
if (_resourceCache.TryGetValue(id, out var resource))
|
||||||
|
{
|
||||||
|
return resource.State;
|
||||||
|
}
|
||||||
|
return ResourceState.Unloaded;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Decrements the reference count of a resource by its Guid.
|
||||||
|
/// </summary>
|
||||||
|
public static void Release(Guid id)
|
||||||
|
{
|
||||||
|
if (_resourceCache.TryGetValue(id, out var resource))
|
||||||
|
{
|
||||||
|
Release(resource);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Decrements the reference count of a resource.
|
||||||
|
/// If the count reaches 0, the asset is automatically unloaded from memory.
|
||||||
|
/// </summary>
|
||||||
|
public static void Release(Resource resource)
|
||||||
|
{
|
||||||
|
if (resource == null) return;
|
||||||
|
|
||||||
|
lock (resource)
|
||||||
|
{
|
||||||
|
resource.ReferenceCount--;
|
||||||
|
|
||||||
|
if (resource.ReferenceCount <= 0)
|
||||||
|
{
|
||||||
|
// Fully unused! We should unload it safely.
|
||||||
|
if (resource.State == ResourceState.Loaded)
|
||||||
|
{
|
||||||
|
resource.Unload();
|
||||||
|
}
|
||||||
|
|
||||||
|
resource.State = ResourceState.Unloaded;
|
||||||
|
_resourceCache.TryRemove(resource.Id, out _);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
|
||||||
|
/// </summary>
|
||||||
|
private static void LoaderWorkerLoop()
|
||||||
|
{
|
||||||
|
while (_isRunning)
|
||||||
|
{
|
||||||
|
if (_loadQueue.TryDequeue(out var resource))
|
||||||
|
{
|
||||||
|
// Safety check: Was the resource released before we even got around to loading it?
|
||||||
|
if (resource.ReferenceCount <= 0)
|
||||||
|
{
|
||||||
|
resource.State = ResourceState.Unloaded;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
resource.State = ResourceState.Loading;
|
||||||
|
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
|
||||||
|
|
||||||
|
// Do the slow synchronous disk read
|
||||||
|
using var stream = StorageContainer.OpenStream(fullPath);
|
||||||
|
resource.Load(stream);
|
||||||
|
|
||||||
|
resource.State = ResourceState.Loaded;
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
|
||||||
|
resource.State = ResourceState.Failed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
||||||
|
Thread.Sleep(10);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
namespace Nerfed.Runtime.Resources;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A sample component demonstrating how to use strongly-typed asset references
|
||||||
|
/// in a realistic scenario where an entity requires multiple distinct resources.
|
||||||
|
/// </summary>
|
||||||
|
public struct SampleMeshVisualComponent
|
||||||
|
{
|
||||||
|
// The user safely assigns a Mesh GUID in the Editor inspector.
|
||||||
|
public TypedAssetReference<Shader> VertexShader;
|
||||||
|
|
||||||
|
// The user safely assigns a Material GUID in the Editor inspector.
|
||||||
|
public TypedAssetReference<Shader> FragmentShader;
|
||||||
|
|
||||||
|
public SampleMeshVisualComponent(Guid vertexId, Guid fragId) {
|
||||||
|
VertexShader = new TypedAssetReference<Shader>(vertexId);
|
||||||
|
FragmentShader = new TypedAssetReference<Shader>(fragId);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,53 @@
|
|||||||
|
using MoonTools.ECS;
|
||||||
|
using Nerfed.Runtime.Scene.Streaming;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Resources;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A typical rendering preparation system that natively resolves and requests
|
||||||
|
/// asynchronous background loading for its own required assets, removing the
|
||||||
|
/// need for a monolithic generic AssetStreaming manager.
|
||||||
|
/// </summary>
|
||||||
|
public class SampleRenderSystem : MoonTools.ECS.System
|
||||||
|
{
|
||||||
|
private readonly Filter _meshVisualsFilter;
|
||||||
|
|
||||||
|
public SampleRenderSystem(World world) : base(world) {
|
||||||
|
_meshVisualsFilter = FilterBuilder
|
||||||
|
.Include<SampleMeshVisualComponent>()
|
||||||
|
// Always ignore chunk entities technically "unloading" from RAM
|
||||||
|
.Exclude<ChunkUnloadPendingTag>()
|
||||||
|
.Build();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update(TimeSpan delta) {
|
||||||
|
foreach(Entity entity in _meshVisualsFilter.Entities) {
|
||||||
|
SampleMeshVisualComponent visualComp = Get<SampleMeshVisualComponent>(entity);
|
||||||
|
|
||||||
|
// 1. Resolve State
|
||||||
|
ResourceState vertState = ResourceManager.GetState(visualComp.VertexShader.AssetId);
|
||||||
|
ResourceState fragState = ResourceManager.GetState(visualComp.FragmentShader.AssetId);
|
||||||
|
|
||||||
|
// 2. Asynchronously request assets if they don't exist in memory yet
|
||||||
|
if(vertState == ResourceState.Unloaded) {
|
||||||
|
ResourceManager.Retain<Shader>(visualComp.VertexShader.AssetId, "Unknown/Path");
|
||||||
|
}
|
||||||
|
if(fragState == ResourceState.Unloaded) {
|
||||||
|
ResourceManager.Retain<Shader>(visualComp.FragmentShader.AssetId, "Unknown/Path");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Prevent rendering logic unless ALL strictly required assets are fully mapped
|
||||||
|
bool isReadyToDraw = vertState == ResourceState.Loaded && fragState == ResourceState.Loaded;
|
||||||
|
|
||||||
|
if(isReadyToDraw) {
|
||||||
|
// At this exact point, you can safely assume:
|
||||||
|
// 1) The background loading threads are 100% finished processing these shaders.
|
||||||
|
// 2) The GraphicsDevice can safely extract the native handle.
|
||||||
|
|
||||||
|
// e.g. GraphicsDevice.BindShader(visualComp.VertexShader.AssetId);
|
||||||
|
// e.g. GraphicsDevice.DrawPolygons(...);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Abstraction over a concrete scene format (JSON, binary, …).
|
||||||
|
/// Implementations read and write <see cref="SceneData"/> to a <see cref="Stream"/>,
|
||||||
|
/// making it straightforward to add a compact binary format later without
|
||||||
|
/// changing any of the surrounding scene infrastructure.
|
||||||
|
/// </summary>
|
||||||
|
public interface ISceneSerializer
|
||||||
|
{
|
||||||
|
void Serialize(SceneData scene, Stream stream);
|
||||||
|
SceneData Deserialize(Stream stream);
|
||||||
|
}
|
||||||
@@ -0,0 +1,189 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
using System.Text.Json;
|
||||||
|
using System.Text.Json.Serialization;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Human-readable JSON scene serializer.
|
||||||
|
///
|
||||||
|
/// Example output:
|
||||||
|
/// <code>
|
||||||
|
/// {
|
||||||
|
/// "version": 1,
|
||||||
|
/// "name": "MyScene",
|
||||||
|
/// "entities": [
|
||||||
|
/// {
|
||||||
|
/// "id": "a1b2c3d4-...",
|
||||||
|
/// "tag": "Player",
|
||||||
|
/// "parentId": null,
|
||||||
|
/// "components": [
|
||||||
|
/// {
|
||||||
|
/// "type": "Nerfed.Runtime.Components.LocalTransform",
|
||||||
|
/// "data": {
|
||||||
|
/// "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
|
||||||
|
/// "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
|
||||||
|
/// "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
|
||||||
|
/// }
|
||||||
|
/// }
|
||||||
|
/// ]
|
||||||
|
/// }
|
||||||
|
/// ],
|
||||||
|
/// "relations": [
|
||||||
|
/// {
|
||||||
|
/// "type": "Nerfed.Runtime.Components.OwnerRelation",
|
||||||
|
/// "entityA": "a1b2c3d4-...",
|
||||||
|
/// "entityB": "e5f6a7b8-...",
|
||||||
|
/// "data": {}
|
||||||
|
/// }
|
||||||
|
/// ]
|
||||||
|
/// }
|
||||||
|
/// </code>
|
||||||
|
/// </summary>
|
||||||
|
public sealed class JsonSceneSerializer : ISceneSerializer
|
||||||
|
{
|
||||||
|
private static readonly JsonSerializerOptions Options = new() {
|
||||||
|
WriteIndented = true,
|
||||||
|
Converters =
|
||||||
|
{
|
||||||
|
new Vector3JsonConverter(),
|
||||||
|
new QuaternionJsonConverter(),
|
||||||
|
new SceneComponentDataJsonConverter(),
|
||||||
|
new SceneRelationDataJsonConverter(),
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
public void Serialize(SceneData scene, Stream stream) {
|
||||||
|
JsonSerializer.Serialize(stream, scene, Options);
|
||||||
|
}
|
||||||
|
|
||||||
|
public SceneData Deserialize(Stream stream) {
|
||||||
|
return JsonSerializer.Deserialize<SceneData>(stream, Options)
|
||||||
|
?? throw new InvalidOperationException("Failed to deserialize scene: root element was null.");
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Converters
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
private sealed class Vector3JsonConverter : JsonConverter<Vector3>
|
||||||
|
{
|
||||||
|
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||||
|
float x = 0f, y = 0f, z = 0f;
|
||||||
|
reader.Read(); // StartObject
|
||||||
|
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||||
|
string name = reader.GetString()!;
|
||||||
|
reader.Read();
|
||||||
|
switch(name) {
|
||||||
|
case "x": x = reader.GetSingle(); break;
|
||||||
|
case "y": y = reader.GetSingle(); break;
|
||||||
|
case "z": z = reader.GetSingle(); break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return new Vector3(x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options) {
|
||||||
|
writer.WriteStartObject();
|
||||||
|
writer.WriteNumber("x", value.X);
|
||||||
|
writer.WriteNumber("y", value.Y);
|
||||||
|
writer.WriteNumber("z", value.Z);
|
||||||
|
writer.WriteEndObject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
|
||||||
|
{
|
||||||
|
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||||
|
float x = 0f, y = 0f, z = 0f, w = 1f;
|
||||||
|
reader.Read(); // StartObject
|
||||||
|
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||||
|
string name = reader.GetString()!;
|
||||||
|
reader.Read();
|
||||||
|
switch(name) {
|
||||||
|
case "x": x = reader.GetSingle(); break;
|
||||||
|
case "y": y = reader.GetSingle(); break;
|
||||||
|
case "z": z = reader.GetSingle(); break;
|
||||||
|
case "w": w = reader.GetSingle(); break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options) {
|
||||||
|
writer.WriteStartObject();
|
||||||
|
writer.WriteNumber("x", value.X);
|
||||||
|
writer.WriteNumber("y", value.Y);
|
||||||
|
writer.WriteNumber("z", value.Z);
|
||||||
|
writer.WriteNumber("w", value.W);
|
||||||
|
writer.WriteEndObject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Buffers the full JSON object, resolves the CLR component type from the "type" field,
|
||||||
|
/// then deserializes "data" using that concrete type.
|
||||||
|
/// </summary>
|
||||||
|
private sealed class SceneComponentDataJsonConverter : JsonConverter<SceneComponentData>
|
||||||
|
{
|
||||||
|
public override SceneComponentData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||||
|
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||||
|
JsonElement root = doc.RootElement;
|
||||||
|
|
||||||
|
string typeName = root.GetProperty("type").GetString()
|
||||||
|
?? throw new JsonException("Missing or null 'type' field in component data.");
|
||||||
|
|
||||||
|
Type componentType = SceneManager.GetComponentType(typeName)
|
||||||
|
?? throw new JsonException($"Unknown component type '{typeName}'. Ensure the struct is marked with [SceneComponent].");
|
||||||
|
|
||||||
|
string rawData = root.GetProperty("data").GetRawText();
|
||||||
|
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, componentType, options)!;
|
||||||
|
|
||||||
|
return new SceneComponentData { Type = typeName, Value = value };
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Write(Utf8JsonWriter writer, SceneComponentData value, JsonSerializerOptions options) {
|
||||||
|
writer.WriteStartObject();
|
||||||
|
writer.WriteString("type", value.Type);
|
||||||
|
writer.WritePropertyName("data");
|
||||||
|
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||||
|
writer.WriteEndObject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Same pattern as <see cref="SceneComponentDataJsonConverter"/> but for relation data.
|
||||||
|
/// Resolves the type via <see cref="SceneManager.GetRelationType"/>.
|
||||||
|
/// </summary>
|
||||||
|
private sealed class SceneRelationDataJsonConverter : JsonConverter<SceneRelationData>
|
||||||
|
{
|
||||||
|
public override SceneRelationData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||||
|
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||||
|
JsonElement root = doc.RootElement;
|
||||||
|
|
||||||
|
string typeName = root.GetProperty("type").GetString()
|
||||||
|
?? throw new JsonException("Missing or null 'type' field in relation data.");
|
||||||
|
|
||||||
|
Type relationType = SceneManager.GetRelationType(typeName)
|
||||||
|
?? throw new JsonException($"Unknown relation type '{typeName}'. Ensure the struct is marked with [SceneRelation].");
|
||||||
|
|
||||||
|
Guid entityA = root.GetProperty("entityA").GetGuid();
|
||||||
|
Guid entityB = root.GetProperty("entityB").GetGuid();
|
||||||
|
|
||||||
|
string rawData = root.GetProperty("data").GetRawText();
|
||||||
|
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, relationType, options)!;
|
||||||
|
|
||||||
|
return new SceneRelationData { Type = typeName, EntityA = entityA, EntityB = entityB, Value = value };
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Write(Utf8JsonWriter writer, SceneRelationData value, JsonSerializerOptions options) {
|
||||||
|
writer.WriteStartObject();
|
||||||
|
writer.WriteString("type", value.Type);
|
||||||
|
writer.WriteString("entityA", value.EntityA);
|
||||||
|
writer.WriteString("entityB", value.EntityB);
|
||||||
|
writer.WritePropertyName("data");
|
||||||
|
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||||
|
writer.WriteEndObject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Marks an unmanaged struct as a serializable scene component.
|
||||||
|
/// Only types with this attribute will be saved/loaded by the scene system.
|
||||||
|
/// </summary>
|
||||||
|
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||||
|
public sealed class SceneComponentAttribute : Attribute { }
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Root data model for a scene. A scene and a prefab are the same thing —
|
||||||
|
/// there is no distinction between the two, mirroring Godot's design.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class SceneData
|
||||||
|
{
|
||||||
|
/// <summary>Incremented when the file format changes in a breaking way.</summary>
|
||||||
|
public int Version { get; set; } = SceneData.CurrentVersion;
|
||||||
|
public string Name { get; set; } = string.Empty;
|
||||||
|
public List<SceneEntityData> Entities { get; set; } = new();
|
||||||
|
/// <summary>All user-defined relations between entities in this scene.</summary>
|
||||||
|
public List<SceneRelationData> Relations { get; set; } = new();
|
||||||
|
|
||||||
|
public const int CurrentVersion = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Serialized representation of a single entity.
|
||||||
|
/// The <see cref="Id"/> is a scene-local identifier that only exists in the
|
||||||
|
/// serialized data and is used to reconstruct parent–child and relation references.
|
||||||
|
/// It is never stored as a component on a live entity.
|
||||||
|
/// An entity is included if it owns at least one <see cref="SceneComponentAttribute"/> component
|
||||||
|
/// OR participates in at least one <see cref="SceneRelationAttribute"/> relation.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class SceneEntityData
|
||||||
|
{
|
||||||
|
public Guid Id { get; set; } = Guid.NewGuid();
|
||||||
|
public string Tag { get; set; } = string.Empty;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scene-local <see cref="Id"/> of this entity's <see cref="Components.ChildParentRelation"/>
|
||||||
|
/// parent, or <c>null</c> if this is a root entity.
|
||||||
|
/// </summary>
|
||||||
|
public Guid? ParentId { get; set; }
|
||||||
|
|
||||||
|
public List<SceneComponentData> Components { get; set; } = new();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Serialized representation of a single component value on an entity.
|
||||||
|
/// <see cref="Type"/> is the fully-qualified CLR type name used to resolve the component on load.
|
||||||
|
/// <see cref="Value"/> is the boxed runtime value; each <see cref="ISceneSerializer"/> is
|
||||||
|
/// responsible for converting it to/from its wire format.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class SceneComponentData
|
||||||
|
{
|
||||||
|
public string Type { get; set; } = string.Empty;
|
||||||
|
public ValueType Value { get; set; } = default!;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Serialized representation of a relation between two entities.
|
||||||
|
/// <see cref="EntityA"/> and <see cref="EntityB"/> reference scene-local <see cref="SceneEntityData.Id"/> values.
|
||||||
|
/// <see cref="Type"/> identifies the relation kind (must be marked with <see cref="SceneRelationAttribute"/>).
|
||||||
|
/// <see cref="Value"/> holds the relation data payload (may be an empty struct).
|
||||||
|
/// </summary>
|
||||||
|
public sealed class SceneRelationData
|
||||||
|
{
|
||||||
|
public string Type { get; set; } = string.Empty;
|
||||||
|
public Guid EntityA { get; set; }
|
||||||
|
public Guid EntityB { get; set; }
|
||||||
|
public ValueType Value { get; set; } = default!;
|
||||||
|
}
|
||||||
@@ -0,0 +1,345 @@
|
|||||||
|
using System.Reflection;
|
||||||
|
using MoonTools.ECS;
|
||||||
|
using Nerfed.Runtime.Components;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Central hub for scene serialization and deserialization.
|
||||||
|
///
|
||||||
|
/// On first use the static constructor scans all loaded assemblies for:
|
||||||
|
/// • Structs annotated with <see cref="SceneComponentAttribute"/> — serialized as per-entity component data.
|
||||||
|
/// • Structs annotated with <see cref="SceneRelationAttribute"/> — serialized as cross-entity relation data.
|
||||||
|
///
|
||||||
|
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||||
|
/// <see cref="SceneEntityData.ParentId"/> and does NOT need a <see cref="SceneRelationAttribute"/>.
|
||||||
|
///
|
||||||
|
/// Usage:
|
||||||
|
/// <code>
|
||||||
|
/// var serializer = new JsonSceneSerializer();
|
||||||
|
/// SceneManager.Save(world, "Assets/level1.scene", serializer, "Level 1");
|
||||||
|
/// SceneManager.Load(world, "Assets/level1.scene", serializer);
|
||||||
|
/// </code>
|
||||||
|
/// </summary>
|
||||||
|
public static class SceneManager
|
||||||
|
{
|
||||||
|
// Full CLR type name → Type
|
||||||
|
private static readonly Dictionary<string, Type> ComponentRegistry = new();
|
||||||
|
private static readonly Dictionary<string, Type> RelationRegistry = new();
|
||||||
|
|
||||||
|
// Reflection cache so we only build the delegates once per type.
|
||||||
|
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasComponentCache = new();
|
||||||
|
private static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentCache = new();
|
||||||
|
private static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentCache = new();
|
||||||
|
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasOutRelationCache = new();
|
||||||
|
private static readonly Dictionary<Type, Func<World, Entity, Entity[]>> OutRelationsCache = new();
|
||||||
|
private static readonly Dictionary<Type, Func<World, Entity, Entity, ValueType>> GetRelationDataCache = new();
|
||||||
|
private static readonly Dictionary<Type, Action<World, Entity, Entity, ValueType>> RelateCache = new();
|
||||||
|
|
||||||
|
static SceneManager() {
|
||||||
|
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) {
|
||||||
|
Type[] types;
|
||||||
|
try { types = assembly.GetTypes(); } catch(ReflectionTypeLoadException ex) { types = ex.Types.Where(t => t is not null).ToArray()!; }
|
||||||
|
|
||||||
|
foreach(Type type in types) {
|
||||||
|
if(type.FullName is null) continue;
|
||||||
|
|
||||||
|
if(type.GetCustomAttribute<SceneComponentAttribute>() is not null)
|
||||||
|
ComponentRegistry[type.FullName] = type;
|
||||||
|
|
||||||
|
if(type.GetCustomAttribute<SceneRelationAttribute>() is not null)
|
||||||
|
RelationRegistry[type.FullName] = type;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Public registry accessors
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
public static Type? GetComponentType(string fullName) {
|
||||||
|
ComponentRegistry.TryGetValue(fullName, out Type? type);
|
||||||
|
return type;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Type? GetRelationType(string fullName) {
|
||||||
|
RelationRegistry.TryGetValue(fullName, out Type? type);
|
||||||
|
return type;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static IReadOnlyDictionary<string, Type> RegisteredComponentTypes => ComponentRegistry;
|
||||||
|
public static IReadOnlyDictionary<string, Type> RegisteredRelationTypes => RelationRegistry;
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// High-level Save / Load
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
public static void Save(World world, string path, ISceneSerializer serializer, string sceneName = "") {
|
||||||
|
SceneData scene = Extract(world, sceneName);
|
||||||
|
string? directory = Path.GetDirectoryName(path);
|
||||||
|
if(!string.IsNullOrEmpty(directory))
|
||||||
|
Directory.CreateDirectory(directory);
|
||||||
|
using FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write);
|
||||||
|
serializer.Serialize(scene, stream);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Dictionary<Guid, Entity> Load(World world, string path, ISceneSerializer serializer) {
|
||||||
|
using FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
|
||||||
|
SceneData scene = serializer.Deserialize(stream);
|
||||||
|
return Instantiate(world, scene);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Extract (world → SceneData)
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
public static SceneData Extract(World world, string name = "") {
|
||||||
|
SceneData scene = new() { Name = name };
|
||||||
|
|
||||||
|
// ── 1. Collect entities ──────────────────────────────────────────────
|
||||||
|
// Include an entity if it has at least one scene component OR if it
|
||||||
|
// appears as an endpoint of at least one scene relation. This ensures
|
||||||
|
// pure grouping nodes and relation-only entities are not dropped.
|
||||||
|
|
||||||
|
Dictionary<uint, Guid> entityToGuid = new();
|
||||||
|
|
||||||
|
void EnsureEntity(Entity e) {
|
||||||
|
if(!entityToGuid.ContainsKey(e.ID))
|
||||||
|
entityToGuid[e.ID] = Guid.NewGuid();
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach(Entity entity in world.GetAllEntities()) {
|
||||||
|
if(HasAnySceneComponent(world, entity))
|
||||||
|
EnsureEntity(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Walk all registered relation types and pull in both endpoints.
|
||||||
|
foreach(Type relationType in RelationRegistry.Values) {
|
||||||
|
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||||
|
EnsureEntity(a);
|
||||||
|
EnsureEntity(b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Also include entities that are part of the ChildParentRelation hierarchy
|
||||||
|
// even if they carry no scene components and no user-defined relations.
|
||||||
|
foreach((Entity child, Entity parent) in world.Relations<ChildParentRelation>()) {
|
||||||
|
EnsureEntity(child);
|
||||||
|
EnsureEntity(parent);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 2. Build entity records (parents must be known before children so
|
||||||
|
// we sort parents-before-children for readable output) ───────────
|
||||||
|
List<SceneEntityData> ordered = BuildSortedEntityList(world, entityToGuid);
|
||||||
|
scene.Entities.AddRange(ordered);
|
||||||
|
|
||||||
|
// ── 3. Build relation records ────────────────────────────────────────
|
||||||
|
foreach((string typeName, Type relationType) in RelationRegistry) {
|
||||||
|
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||||
|
if(!entityToGuid.TryGetValue(a.ID, out Guid guidA) ||
|
||||||
|
!entityToGuid.TryGetValue(b.ID, out Guid guidB))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
ValueType payload = WorldGetRelationData(world, a, b, relationType);
|
||||||
|
scene.Relations.Add(new SceneRelationData {
|
||||||
|
Type = typeName,
|
||||||
|
EntityA = guidA,
|
||||||
|
EntityB = guidB,
|
||||||
|
Value = payload,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return scene;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Instantiate (SceneData → world)
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
public static Dictionary<Guid, Entity> Instantiate(World world, SceneData scene) {
|
||||||
|
Dictionary<Guid, Entity> guidToEntity = new(scene.Entities.Count);
|
||||||
|
|
||||||
|
// Pass 1 – create all entities.
|
||||||
|
foreach(SceneEntityData entityData in scene.Entities) {
|
||||||
|
Entity entity = world.CreateEntity(entityData.Tag);
|
||||||
|
guidToEntity[entityData.Id] = entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pass 2 – set components and wire up the ChildParentRelation hierarchy.
|
||||||
|
foreach(SceneEntityData entityData in scene.Entities) {
|
||||||
|
Entity entity = guidToEntity[entityData.Id];
|
||||||
|
|
||||||
|
foreach(SceneComponentData componentData in entityData.Components)
|
||||||
|
WorldSetComponent(world, entity, componentData.Type, componentData.Value);
|
||||||
|
|
||||||
|
if(entityData.ParentId is Guid parentGuid && guidToEntity.TryGetValue(parentGuid, out Entity parent)) {
|
||||||
|
world.Set(entity, new Child());
|
||||||
|
world.Relate(entity, parent, new ChildParentRelation());
|
||||||
|
} else {
|
||||||
|
world.Set(entity, new Root());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pass 3 – restore all user-defined relations.
|
||||||
|
foreach(SceneRelationData relationData in scene.Relations) {
|
||||||
|
if(!guidToEntity.TryGetValue(relationData.EntityA, out Entity entityA) ||
|
||||||
|
!guidToEntity.TryGetValue(relationData.EntityB, out Entity entityB))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
WorldRelate(world, entityA, entityB, relationData.Type, relationData.Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
return guidToEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Helpers – entity ordering
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Returns entities sorted so that a parent always appears before its children,
|
||||||
|
// making the JSON file human-readable and easier to diff.
|
||||||
|
private static List<SceneEntityData> BuildSortedEntityList(
|
||||||
|
World world,
|
||||||
|
Dictionary<uint, Guid> entityToGuid) {
|
||||||
|
// Build per-entity data (unsorted first).
|
||||||
|
Dictionary<Guid, SceneEntityData> byGuid = new(entityToGuid.Count);
|
||||||
|
|
||||||
|
foreach((uint entityId, Guid guid) in entityToGuid) {
|
||||||
|
Entity entity = new(entityId);
|
||||||
|
|
||||||
|
Guid? parentId = null;
|
||||||
|
if(world.HasOutRelation<ChildParentRelation>(entity)) {
|
||||||
|
// Iterate all out-relations — an entity may have multiple parents
|
||||||
|
// in theory, but ChildParentRelation is designed as singleton.
|
||||||
|
// We capture the first valid one here.
|
||||||
|
foreach(Entity parent in world.OutRelations<ChildParentRelation>(entity)) {
|
||||||
|
if(entityToGuid.TryGetValue(parent.ID, out Guid parentGuid)) {
|
||||||
|
parentId = parentGuid;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
List<SceneComponentData> components = new();
|
||||||
|
foreach((string typeName, Type componentType) in ComponentRegistry) {
|
||||||
|
if(!WorldHasComponent(world, entity, componentType)) continue;
|
||||||
|
ValueType value = WorldGetComponent(world, entity, componentType);
|
||||||
|
components.Add(new SceneComponentData { Type = typeName, Value = value });
|
||||||
|
}
|
||||||
|
|
||||||
|
byGuid[guid] = new SceneEntityData {
|
||||||
|
Id = guid,
|
||||||
|
Tag = world.GetTag(entity),
|
||||||
|
ParentId = parentId,
|
||||||
|
Components = components,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Topological sort: parents before children.
|
||||||
|
List<SceneEntityData> sorted = new(byGuid.Count);
|
||||||
|
HashSet<Guid> visited = new(byGuid.Count);
|
||||||
|
|
||||||
|
void Visit(Guid id) {
|
||||||
|
if(!visited.Add(id)) return;
|
||||||
|
SceneEntityData data = byGuid[id];
|
||||||
|
if(data.ParentId is Guid pid && byGuid.ContainsKey(pid))
|
||||||
|
Visit(pid);
|
||||||
|
sorted.Add(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach(Guid id in byGuid.Keys)
|
||||||
|
Visit(id);
|
||||||
|
|
||||||
|
return sorted;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Reflection helpers – components
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static bool HasAnySceneComponent(World world, Entity entity) {
|
||||||
|
foreach(Type componentType in ComponentRegistry.Values) {
|
||||||
|
if(WorldHasComponent(world, entity, componentType)) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool WorldHasComponent(World world, Entity entity, Type componentType) {
|
||||||
|
if(!HasComponentCache.TryGetValue(componentType, out Func<World, Entity, bool>? fn)) {
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.Has)).MakeGenericMethod(componentType);
|
||||||
|
fn = (w, e) => (bool)method.Invoke(w, new object[] { e })!;
|
||||||
|
HasComponentCache[componentType] = fn;
|
||||||
|
}
|
||||||
|
return fn(world, entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static ValueType WorldGetComponent(World world, Entity entity, Type componentType) {
|
||||||
|
if(!GetComponentCache.TryGetValue(componentType, out Func<World, Entity, ValueType>? fn)) {
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.Get)).MakeGenericMethod(componentType);
|
||||||
|
fn = (w, e) => (ValueType)method.Invoke(w, new object[] { e })!;
|
||||||
|
GetComponentCache[componentType] = fn;
|
||||||
|
}
|
||||||
|
return fn(world, entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void WorldSetComponent(World world, Entity entity, string typeName, ValueType value) {
|
||||||
|
if(!ComponentRegistry.TryGetValue(typeName, out Type? componentType)) return;
|
||||||
|
|
||||||
|
if(!SetComponentCache.TryGetValue(componentType, out Action<World, Entity, ValueType>? fn)) {
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.Set)).MakeGenericMethod(componentType);
|
||||||
|
fn = (w, e, v) => method.Invoke(w, new object[] { e, v });
|
||||||
|
SetComponentCache[componentType] = fn;
|
||||||
|
}
|
||||||
|
fn(world, entity, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Reflection helpers – relations
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static IEnumerable<(Entity, Entity)> WorldAllRelations(World world, Type relationType) {
|
||||||
|
// World.Relations<T>() returns ReverseSpanEnumerator<(Entity,Entity)>.
|
||||||
|
// We materialise it into a list so the caller can iterate freely.
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.Relations)).MakeGenericMethod(relationType);
|
||||||
|
// Returns a boxed ReverseSpanEnumerator; invoke MoveNext/Current via dynamic.
|
||||||
|
// Easiest: call via dynamic to avoid unsafe span-from-box issues.
|
||||||
|
dynamic enumerator = method.Invoke(world, null)!;
|
||||||
|
List<(Entity, Entity)> results = new();
|
||||||
|
while(enumerator.MoveNext())
|
||||||
|
results.Add(enumerator.Current);
|
||||||
|
return results;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static ValueType WorldGetRelationData(World world, Entity a, Entity b, Type relationType) {
|
||||||
|
if(!GetRelationDataCache.TryGetValue(relationType, out Func<World, Entity, Entity, ValueType>? fn)) {
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.GetRelationData)).MakeGenericMethod(relationType);
|
||||||
|
fn = (w, ea, eb) => (ValueType)method.Invoke(w, new object[] { ea, eb })!;
|
||||||
|
GetRelationDataCache[relationType] = fn;
|
||||||
|
}
|
||||||
|
return fn(world, a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void WorldRelate(World world, Entity a, Entity b, string typeName, ValueType value) {
|
||||||
|
if(!RelationRegistry.TryGetValue(typeName, out Type? relationType)) return;
|
||||||
|
|
||||||
|
if(!RelateCache.TryGetValue(relationType, out Action<World, Entity, Entity, ValueType>? fn)) {
|
||||||
|
MethodInfo method = FindGenericMethod(nameof(World.Relate)).MakeGenericMethod(relationType);
|
||||||
|
fn = (w, ea, eb, v) => method.Invoke(w, new object[] { ea, eb, v });
|
||||||
|
RelateCache[relationType] = fn;
|
||||||
|
}
|
||||||
|
fn(world, a, b, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
// Utility
|
||||||
|
// -------------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static MethodInfo FindGenericMethod(string name) {
|
||||||
|
foreach(MethodInfo m in typeof(World).GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
|
||||||
|
if(m.Name == name && m.IsGenericMethodDefinition)
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
throw new InvalidOperationException($"Could not find generic method '{name}' on {nameof(World)}.");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
namespace Nerfed.Runtime.Scene;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Marks an unmanaged struct as a serializable scene relation kind.
|
||||||
|
/// Both endpoints and the data payload will be saved/loaded by the scene system.
|
||||||
|
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||||
|
/// <see cref="SceneEntityData.ParentId"/> and should NOT be marked with this attribute.
|
||||||
|
/// </summary>
|
||||||
|
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||||
|
public sealed class SceneRelationAttribute : Attribute { }
|
||||||
@@ -0,0 +1,202 @@
|
|||||||
|
using MoonTools.ECS;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System;
|
||||||
|
using System.Numerics;
|
||||||
|
using Nerfed.Runtime.Components;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Scene.Streaming;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Status of a chunk in the streaming system.
|
||||||
|
/// </summary>
|
||||||
|
public enum ChunkState
|
||||||
|
{
|
||||||
|
Unloaded,
|
||||||
|
Loading,
|
||||||
|
Loaded,
|
||||||
|
Unloading
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A system that manages spatial partitioning. It determines which chunks should be loaded based on observers.
|
||||||
|
/// </summary>
|
||||||
|
public class ChunkStreamingSystem : MoonTools.ECS.System
|
||||||
|
{
|
||||||
|
private readonly struct ChunkCoord : IEquatable<ChunkCoord>
|
||||||
|
{
|
||||||
|
public readonly int X;
|
||||||
|
public readonly int Y;
|
||||||
|
public readonly int Z;
|
||||||
|
|
||||||
|
// Pre-calculated on creation
|
||||||
|
public readonly long Id;
|
||||||
|
|
||||||
|
public ChunkCoord(int x, int y, int z)
|
||||||
|
{
|
||||||
|
X = x;
|
||||||
|
Y = y;
|
||||||
|
Z = z;
|
||||||
|
|
||||||
|
// We allocate 21 bits per axis (allowing ~2 million chunks positive and negative).
|
||||||
|
var hashX = (long)x & 0x1FFFFF;
|
||||||
|
var hashY = (long)y & 0x1FFFFF;
|
||||||
|
var hashZ = (long)z & 0x1FFFFF;
|
||||||
|
|
||||||
|
Id = hashX | (hashY << 21) | (hashZ << 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Equals(ChunkCoord other) => Id == other.Id;
|
||||||
|
public override bool Equals(object? obj) => obj is ChunkCoord other && Equals(other);
|
||||||
|
public override int GetHashCode() => Id.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Configurable size of a chunk in world coordinates.
|
||||||
|
public float ChunkSize { get; set; } = 64f;
|
||||||
|
|
||||||
|
private readonly Filter _observerFilter;
|
||||||
|
private readonly Filter _chunkMemberFilter;
|
||||||
|
private readonly Filter _unloadedFilter;
|
||||||
|
|
||||||
|
// Active loaded/loading chunks
|
||||||
|
private readonly Dictionary<ChunkCoord, ChunkState> _activeChunks = new();
|
||||||
|
|
||||||
|
// Queue of chunks waiting to be loaded
|
||||||
|
private readonly Queue<ChunkCoord> _pendingLoads = new();
|
||||||
|
|
||||||
|
// Queue of chunks waiting to be completely tagged for unloading
|
||||||
|
private readonly Queue<ChunkCoord> _pendingUnloads = new();
|
||||||
|
|
||||||
|
public ChunkStreamingSystem(World world) : base(world)
|
||||||
|
{
|
||||||
|
_observerFilter = FilterBuilder
|
||||||
|
.Include<ChunkObserverComponent>()
|
||||||
|
.Include<LocalToWorld>() // Needs a world position
|
||||||
|
.Exclude<ChunkUnloadPendingTag>() // Ignore dying observers
|
||||||
|
.Build();
|
||||||
|
|
||||||
|
_chunkMemberFilter = FilterBuilder
|
||||||
|
.Include<ChunkMemberComponent>()
|
||||||
|
.Exclude<ChunkUnloadPendingTag>() // Ignore entities already marked for death
|
||||||
|
.Build();
|
||||||
|
|
||||||
|
_unloadedFilter = FilterBuilder
|
||||||
|
.Include<ChunkUnloadPendingTag>()
|
||||||
|
.Build();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update(TimeSpan delta)
|
||||||
|
{
|
||||||
|
var requiredChunks = new HashSet<ChunkCoord>();
|
||||||
|
|
||||||
|
// 1. Find all chunks that should be loaded based on observers
|
||||||
|
foreach (var observerEntity in _observerFilter.Entities)
|
||||||
|
{
|
||||||
|
var observer = Get<ChunkObserverComponent>(observerEntity);
|
||||||
|
var transform = Get<LocalToWorld>(observerEntity);
|
||||||
|
|
||||||
|
// Convert world pos to grid coordinates
|
||||||
|
var worldPos = transform.localToWorldMatrix.Translation;
|
||||||
|
var centerChunk = GetChunkCoord(worldPos);
|
||||||
|
|
||||||
|
// Determine chunk radius based on observer radius and chunk size
|
||||||
|
int chunkRadius = (int)MathF.Ceiling(observer.ViewRadius / ChunkSize);
|
||||||
|
|
||||||
|
for (int x = -chunkRadius; x <= chunkRadius; x++)
|
||||||
|
{
|
||||||
|
for (int y = -chunkRadius; y <= chunkRadius; y++)
|
||||||
|
{
|
||||||
|
for (int z = -chunkRadius; z <= chunkRadius; z++)
|
||||||
|
{
|
||||||
|
var coord = new ChunkCoord(centerChunk.X + x, centerChunk.Y + y, centerChunk.Z + z);
|
||||||
|
requiredChunks.Add(coord);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Unload chunks that are active but no longer required
|
||||||
|
var chunksToUnload = new List<ChunkCoord>();
|
||||||
|
foreach (var activeChunk in _activeChunks.Keys)
|
||||||
|
{
|
||||||
|
if (!requiredChunks.Contains(activeChunk) && _activeChunks[activeChunk] != ChunkState.Unloading)
|
||||||
|
{
|
||||||
|
chunksToUnload.Add(activeChunk);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var coord in chunksToUnload)
|
||||||
|
{
|
||||||
|
_activeChunks[coord] = ChunkState.Unloading;
|
||||||
|
_pendingUnloads.Enqueue(coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Queue newly required chunks
|
||||||
|
foreach (var coord in requiredChunks)
|
||||||
|
{
|
||||||
|
if (!_activeChunks.ContainsKey(coord))
|
||||||
|
{
|
||||||
|
// Mark as unloaded so we don't queue it multiple times
|
||||||
|
_activeChunks[coord] = ChunkState.Unloaded;
|
||||||
|
_pendingLoads.Enqueue(coord);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Process only ONE chunk load per frame to prevent stuttering
|
||||||
|
if (_pendingLoads.Count > 0)
|
||||||
|
{
|
||||||
|
var chunkToLoad = _pendingLoads.Dequeue();
|
||||||
|
// Double check it wasn't unloaded before we got around to loading it
|
||||||
|
if (_activeChunks.TryGetValue(chunkToLoad, out var state) && state == ChunkState.Unloaded)
|
||||||
|
{
|
||||||
|
LoadChunk(chunkToLoad);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5. Process only ONE chunk unload tagging per frame
|
||||||
|
if (_pendingUnloads.Count > 0)
|
||||||
|
{
|
||||||
|
var chunkToUnload = _pendingUnloads.Dequeue();
|
||||||
|
UnloadChunk(chunkToUnload);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private ChunkCoord GetChunkCoord(Vector3 worldPos)
|
||||||
|
{
|
||||||
|
return new ChunkCoord(
|
||||||
|
(int)MathF.Floor(worldPos.X / ChunkSize),
|
||||||
|
(int)MathF.Floor(worldPos.Y / ChunkSize),
|
||||||
|
(int)MathF.Floor(worldPos.Z / ChunkSize)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadChunk(ChunkCoord coord)
|
||||||
|
{
|
||||||
|
_activeChunks[coord] = ChunkState.Loading;
|
||||||
|
|
||||||
|
// TODO: In a real system, you'd queue async I/O here to read SceneData for this chunk
|
||||||
|
// and spawn the entities. Once they are all spawned, set state to Loaded.
|
||||||
|
|
||||||
|
// For demonstration, immediately set to loaded.
|
||||||
|
_activeChunks[coord] = ChunkState.Loaded;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UnloadChunk(ChunkCoord coord)
|
||||||
|
{
|
||||||
|
// Instead of destroying everything instantly, we tag the entities as 'Unloaded'
|
||||||
|
// so that they stop participating in rendering/gameplay, and get destroyed slowly
|
||||||
|
// by the ChunkTeardownSystem.
|
||||||
|
long coordId = coord.Id;
|
||||||
|
foreach (var entity in _chunkMemberFilter.Entities)
|
||||||
|
{
|
||||||
|
var chunkMember = Get<ChunkMemberComponent>(entity);
|
||||||
|
if (chunkMember.ChunkId == coordId)
|
||||||
|
{
|
||||||
|
Set(entity, new ChunkUnloadPendingTag());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Immediately remove it from the required grid so it can be re-loaded
|
||||||
|
// if the player turns around quickly, while older entities are just garbage collected.
|
||||||
|
_activeChunks.Remove(coord);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
using MoonTools.ECS;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Scene.Streaming;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A centralized cleanup system for slowly destroying chunk entities to avoid frame stutters.
|
||||||
|
/// </summary>
|
||||||
|
public class ChunkTeardownSystem : MoonTools.ECS.System
|
||||||
|
{
|
||||||
|
private readonly Filter _unloadedFilter;
|
||||||
|
|
||||||
|
// Adjustable limit to prevent massive stutters when unloading chunks.
|
||||||
|
public int MaxEntitiesToDestroyPerFrame { get; set; } = 250;
|
||||||
|
|
||||||
|
public ChunkTeardownSystem(World world) : base(world)
|
||||||
|
{
|
||||||
|
_unloadedFilter = FilterBuilder
|
||||||
|
.Include<ChunkUnloadPendingTag>()
|
||||||
|
.Build();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update(TimeSpan delta)
|
||||||
|
{
|
||||||
|
int destroyed = 0;
|
||||||
|
|
||||||
|
foreach (var entity in _unloadedFilter.Entities)
|
||||||
|
{
|
||||||
|
if (destroyed >= MaxEntitiesToDestroyPerFrame) break;
|
||||||
|
|
||||||
|
Destroy(entity);
|
||||||
|
destroyed++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
using MoonTools.ECS;
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Scene.Streaming;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Marks an entity as a streaming observer (e.g. the player camera) that causes chunks
|
||||||
|
/// to be loaded around it.
|
||||||
|
/// </summary>
|
||||||
|
public struct ChunkObserverComponent
|
||||||
|
{
|
||||||
|
public float ViewRadius;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tags an entity as belonging to a specific chunk, allowing it to be unloaded when the chunk is out of range.
|
||||||
|
/// </summary>
|
||||||
|
public struct ChunkMemberComponent
|
||||||
|
{
|
||||||
|
// A 64-bit spatial hash combining the X, Y, and Z coordinates.
|
||||||
|
public long ChunkId;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Added to entities that belong to a chunk that has been unloaded.
|
||||||
|
/// A dedicated system will process and destroy these slowly over multiple frames.
|
||||||
|
/// </summary>
|
||||||
|
public struct ChunkUnloadPendingTag { }
|
||||||
@@ -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();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,6 +1,8 @@
|
|||||||
using MoonTools.ECS;
|
using MoonTools.ECS;
|
||||||
using Nerfed.Runtime.Components;
|
using Nerfed.Runtime.Components;
|
||||||
using Nerfed.Runtime.Util;
|
using Nerfed.Runtime.Util;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
|
||||||
// TODO:
|
// TODO:
|
||||||
@@ -15,40 +17,100 @@ namespace Nerfed.Runtime.Systems
|
|||||||
{
|
{
|
||||||
public class LocalToWorldSystem : MoonTools.ECS.System
|
public class LocalToWorldSystem : MoonTools.ECS.System
|
||||||
{
|
{
|
||||||
|
public override IReadOnlySet<Type> ReadsComponents { get; } = new HashSet<Type> { typeof(LocalTransform) };
|
||||||
|
public override IReadOnlySet<Type> WritesComponents { get; } = new HashSet<Type> { typeof(LocalToWorld) };
|
||||||
|
|
||||||
|
private readonly bool useParallelFor = true;
|
||||||
|
private const int ParallelForMinCount = 32; // Below this, parallel overhead costs more than it saves.
|
||||||
|
private static readonly System.Threading.Tasks.ParallelOptions ParallelOptions = new()
|
||||||
|
{
|
||||||
|
MaxDegreeOfParallelism = Environment.ProcessorCount
|
||||||
|
};
|
||||||
private readonly Filter rootEntitiesFilter;
|
private readonly Filter rootEntitiesFilter;
|
||||||
|
private readonly Filter entitiesWithoutLocalToWorldFilter;
|
||||||
|
private readonly Action<int> updateWorldTransform;
|
||||||
|
private ParallelWriter<LocalToWorld> _parallelWriter;
|
||||||
|
|
||||||
public LocalToWorldSystem(World world) : base(world)
|
public LocalToWorldSystem(World world) : base(world)
|
||||||
{
|
{
|
||||||
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
|
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
|
||||||
|
if (useParallelFor)
|
||||||
|
{
|
||||||
|
entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
|
||||||
|
updateWorldTransform = UpdateWorldTransformByIndex;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Update(TimeSpan delta)
|
public override void Update(TimeSpan delta)
|
||||||
{
|
{
|
||||||
Matrix4x4 rootMatrix = Matrix4x4.Identity;
|
if (rootEntitiesFilter.Empty)
|
||||||
|
|
||||||
foreach (Entity entity in rootEntitiesFilter.Entities)
|
|
||||||
{
|
{
|
||||||
UpdateWorldTransform(entity, rootMatrix);
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (useParallelFor)
|
||||||
|
{
|
||||||
|
// This check is needed because some entities might not have a LocalToWorld component yet.
|
||||||
|
// Adding this during the loop will break.
|
||||||
|
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
||||||
|
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
|
||||||
|
Set(entity, new LocalToWorld(Matrix4x4.Identity));
|
||||||
|
}
|
||||||
|
Profiler.EndSample();
|
||||||
|
|
||||||
|
// Acquire a ParallelWriter AFTER pre-allocation — all entities now have LocalToWorld.
|
||||||
|
// This writer only permits updating existing values; no structural mutations allowed.
|
||||||
|
_parallelWriter = World.GetParallelWriter<LocalToWorld>();
|
||||||
|
|
||||||
|
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
|
||||||
|
if (rootEntitiesFilter.Count >= ParallelForMinCount)
|
||||||
|
{
|
||||||
|
Parallel.For(0, rootEntitiesFilter.Count, ParallelOptions, updateWorldTransform);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Not enough work to justify thread overhead — run serially.
|
||||||
|
for (int i = 0; i < rootEntitiesFilter.Count; i++)
|
||||||
|
{
|
||||||
|
updateWorldTransform(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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)
|
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))
|
if (Has<LocalTransform>(entity))
|
||||||
{
|
{
|
||||||
LocalTransform localTransform = Get<LocalTransform>(entity);
|
LocalTransform localTransform = Get<LocalTransform>(entity);
|
||||||
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
||||||
LocalToWorld localToWorld = new(localToWorldMatrix);
|
LocalToWorld localToWorld = new(localToWorldMatrix);
|
||||||
Set(entity, localToWorld);
|
|
||||||
|
|
||||||
//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
|
if (useParallelFor)
|
||||||
|
_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
|
||||||
|
else
|
||||||
|
Set(entity, localToWorld);
|
||||||
}
|
}
|
||||||
|
|
||||||
ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildParentRelation>(entity);
|
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||||
foreach (Entity childEntity in childEntities)
|
foreach (Entity childEntity in childEntities)
|
||||||
{
|
{
|
||||||
UpdateWorldTransform(childEntity, localToWorldMatrix);
|
UpdateWorldTransform(childEntity, localToWorldMatrix);
|
||||||
|
|||||||
@@ -1,67 +0,0 @@
|
|||||||
using MoonTools.ECS;
|
|
||||||
using Nerfed.Runtime.Components;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Systems
|
|
||||||
{
|
|
||||||
//public class ParentSystem : MoonTools.ECS.System
|
|
||||||
//{
|
|
||||||
// private readonly Filter parentsAddedFilter;
|
|
||||||
// private readonly Filter parentsRemovedFilter;
|
|
||||||
// private readonly Filter parentsFilter;
|
|
||||||
|
|
||||||
// public ParentSystem(World world) : base(world)
|
|
||||||
// {
|
|
||||||
// parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
|
|
||||||
// parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
|
|
||||||
// parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public override void Update(TimeSpan delta)
|
|
||||||
// {
|
|
||||||
// // Update removed parents.
|
|
||||||
// foreach (Entity entity in parentsRemovedFilter.Entities)
|
|
||||||
// {
|
|
||||||
// // Do stuff here to update/remove child relations etc.
|
|
||||||
// //PreviousParent previousParent = Get<PreviousParent>(entity);
|
|
||||||
// //World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
|
|
||||||
// Remove<PreviousParent>(entity);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Update added parents.
|
|
||||||
// foreach (Entity entity in parentsAddedFilter.Entities)
|
|
||||||
// {
|
|
||||||
// Parent parent = Get<Parent>(entity);
|
|
||||||
|
|
||||||
// if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
|
|
||||||
// {
|
|
||||||
// Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
|
|
||||||
// Remove<Parent>(entity);
|
|
||||||
// continue;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// PreviousParent previousParent = new(parent.parentEntity);
|
|
||||||
// Set(entity, previousParent);
|
|
||||||
// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Update relations if the parent has changed.
|
|
||||||
// foreach (Entity entity in parentsFilter.Entities)
|
|
||||||
// {
|
|
||||||
// Parent parent = Get<Parent>(entity);
|
|
||||||
// PreviousParent previousParent = Get<PreviousParent>(entity);
|
|
||||||
|
|
||||||
// if(parent.parentEntity != previousParent.parentEntity)
|
|
||||||
// {
|
|
||||||
// World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
|
|
||||||
// Set(entity, new PreviousParent(parent.parentEntity));
|
|
||||||
// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // TODO:
|
|
||||||
// // What if an parent entity gets destroyed?
|
|
||||||
// // How does the child know if the parent is in valid. Also we need to remove the parent component.
|
|
||||||
// // 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.
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
}
|
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public static class MathEx
|
public static class MathEx
|
||||||
@@ -17,4 +19,51 @@ public static class MathEx
|
|||||||
public static float Remap(float value, float oldMin, float oldMax, 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;
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user