feat: added list pools
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3f914fe46f
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40
Engine.Core/Helpers/ListPool.cs
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40
Engine.Core/Helpers/ListPool.cs
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@ -0,0 +1,40 @@
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using System;
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core;
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public class ListPool<T> : IPool<List<T>>
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{
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public Event<IPool<List<T>>, List<T>> OnReturned { get; } = new();
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public Event<IPool<List<T>>, List<T>> OnRemoved { get; } = new();
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private readonly Func<List<T>> generator = null!;
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private readonly Queue<List<T>> queue = new();
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public List<T> Get()
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{
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if (!queue.TryDequeue(out List<T>? result))
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result = generator();
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result.Clear();
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OnRemoved?.Invoke(this, result);
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return result;
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}
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public void Return(List<T> list)
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{
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if (queue.Contains(list))
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return;
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list.Clear();
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queue.Enqueue(list);
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OnReturned?.Invoke(this, list);
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}
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public ListPool(Func<List<T>> generator, int initialCapacity = 1)
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{
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this.generator = generator;
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for (int i = 0; i < initialCapacity; i++)
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queue.Enqueue(generator());
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}
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}
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@ -25,6 +25,12 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
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protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
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protected BehaviourCollector<ICollider2D> colliderCollector = new();
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private readonly ListPool<ICollider2D> colliderPool = new(() => new(32));
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private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPhysicsIteration> physicsIterationPool = new(() => new(32));
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private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new(() => new(32));
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public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
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public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
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@ -111,11 +117,11 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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List<ICollider2D> childColliders = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsIteration> physicsIterations = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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List<ICollider2D> childColliders = colliderPool.Get();
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List<IPrePhysicsUpdate> physicsPreUpdates = prePhysicsUpdatePool.Get();
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List<IPhysicsUpdate> physicsUpdates = physicsUpdatePool.Get();
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List<IPhysicsIteration> physicsIterations = physicsIterationPool.Get();
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List<IPostPhysicsUpdate> physicsPostUpdates = postPhysicsUpdatePool.Get();
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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@ -159,6 +165,12 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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colliderPool.Return(childColliders);
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prePhysicsUpdatePool.Return(physicsPreUpdates);
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physicsUpdatePool.Return(physicsUpdates);
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physicsIterationPool.Return(physicsIterations);
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postPhysicsUpdatePool.Return(physicsPostUpdates);
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}
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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@ -6,7 +6,7 @@ namespace Syntriax.Engine.Physics2D;
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public class RaycastResolver2D : IRaycastResolver2D
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{
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private readonly Pool<List<Line2D>> lineCacheQueue = new(() => new List<Line2D>(4));
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private readonly ListPool<Line2D> lineCacheQueue = new(() => new(4));
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RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
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{
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@ -21,7 +21,6 @@ public class RaycastResolver2D : IRaycastResolver2D
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public RaycastResult? RaycastAgainstShape(IShapeCollider2D shapeCollider, Ray2D ray, float length)
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{
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List<Line2D> line2Ds = lineCacheQueue.Get();
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line2Ds.Clear();
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RaycastResult? raycastResult = null;
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float closestRaycastResultSquared = float.MaxValue;
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@ -60,7 +59,6 @@ public class RaycastResolver2D : IRaycastResolver2D
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}
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}
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line2Ds.Clear();
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lineCacheQueue.Return(line2Ds);
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return raycastResult;
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