feat: added list pools

This commit is contained in:
Syntriax 2025-06-09 18:28:54 +03:00
parent 3f914fe46f
commit 152b0e93db
3 changed files with 58 additions and 8 deletions

View File

@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
namespace Syntriax.Engine.Core;
public class ListPool<T> : IPool<List<T>>
{
public Event<IPool<List<T>>, List<T>> OnReturned { get; } = new();
public Event<IPool<List<T>>, List<T>> OnRemoved { get; } = new();
private readonly Func<List<T>> generator = null!;
private readonly Queue<List<T>> queue = new();
public List<T> Get()
{
if (!queue.TryDequeue(out List<T>? result))
result = generator();
result.Clear();
OnRemoved?.Invoke(this, result);
return result;
}
public void Return(List<T> list)
{
if (queue.Contains(list))
return;
list.Clear();
queue.Enqueue(list);
OnReturned?.Invoke(this, list);
}
public ListPool(Func<List<T>> generator, int initialCapacity = 1)
{
this.generator = generator;
for (int i = 0; i < initialCapacity; i++)
queue.Enqueue(generator());
}
}

View File

@ -25,6 +25,12 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
protected BehaviourCollector<ICollider2D> colliderCollector = new();
private readonly ListPool<ICollider2D> colliderPool = new(() => new(32));
private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new(() => new(32));
private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new(() => new(32));
private readonly ListPool<IPhysicsIteration> physicsIterationPool = new(() => new(32));
private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new(() => new(32));
public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
public float IterationPeriod { get => _iterationPeriod; set => _iterationPeriod = value.Max(0.0001f); }
@ -111,11 +117,11 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
{
float intervalDeltaTime = deltaTime / IterationPerStep;
List<ICollider2D> childColliders = [];
List<IPrePhysicsUpdate> physicsPreUpdates = [];
List<IPhysicsUpdate> physicsUpdates = [];
List<IPhysicsIteration> physicsIterations = [];
List<IPostPhysicsUpdate> physicsPostUpdates = [];
List<ICollider2D> childColliders = colliderPool.Get();
List<IPrePhysicsUpdate> physicsPreUpdates = prePhysicsUpdatePool.Get();
List<IPhysicsUpdate> physicsUpdates = physicsUpdatePool.Get();
List<IPhysicsIteration> physicsIterations = physicsIterationPool.Get();
List<IPostPhysicsUpdate> physicsPostUpdates = postPhysicsUpdatePool.Get();
rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
@ -159,6 +165,12 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
colliderPool.Return(childColliders);
prePhysicsUpdatePool.Return(physicsPreUpdates);
physicsUpdatePool.Return(physicsUpdates);
physicsIterationPool.Return(physicsIterations);
postPhysicsUpdatePool.Return(physicsPostUpdates);
}
private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)

View File

@ -6,7 +6,7 @@ namespace Syntriax.Engine.Physics2D;
public class RaycastResolver2D : IRaycastResolver2D
{
private readonly Pool<List<Line2D>> lineCacheQueue = new(() => new List<Line2D>(4));
private readonly ListPool<Line2D> lineCacheQueue = new(() => new(4));
RaycastResult? IRaycastResolver2D.RaycastAgainst<T>(T shape, Ray2D ray, float length)
{
@ -21,7 +21,6 @@ public class RaycastResolver2D : IRaycastResolver2D
public RaycastResult? RaycastAgainstShape(IShapeCollider2D shapeCollider, Ray2D ray, float length)
{
List<Line2D> line2Ds = lineCacheQueue.Get();
line2Ds.Clear();
RaycastResult? raycastResult = null;
float closestRaycastResultSquared = float.MaxValue;
@ -60,7 +59,6 @@ public class RaycastResolver2D : IRaycastResolver2D
}
}
line2Ds.Clear();
lineCacheQueue.Return(line2Ds);
return raycastResult;