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