perf: significant performance optimizations on ordered behaviour collectors by using a sorted dictionary
This commit is contained in:
@@ -3,77 +3,61 @@ using System.Collections.Generic;
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namespace Engine.Core;
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namespace Engine.Core;
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public class ActiveBehaviourCollectorOrdered<T> : ActiveBehaviourCollector<T> where T : class, IBehaviour
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public class ActiveBehaviourCollectorOrdered<TIndex, TItem> : ActiveBehaviourCollector<TItem> where TItem : class, IBehaviour where TIndex : IComparable
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{
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{
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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private readonly LinkedList<T> behaviours = new();
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private readonly SortedDictionary<TIndex, FastList<TItem>> behaviours = null!;
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private readonly List<T> sortList = [];
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private IComparer<T>? _sortBy = null;
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private readonly Func<TItem, TIndex> getIndexFunc = null!;
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public IComparer<T>? SortBy
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private readonly IComparer<TIndex> sortBy = null!;
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{
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get => _sortBy;
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set
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{
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_sortBy = value;
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if (value is not null)
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private int count = 0;
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Sort(value);
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public override int Count => count;
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}
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}
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public override int Count => behaviours.Count;
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public override TItem this[Index index]
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public override T this[Index index]
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{
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{
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get
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get
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{
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{
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int actualIndex = index.IsFromEnd
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int actualIndex = index.IsFromEnd
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? behaviours.Count - index.Value
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? count - index.Value
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: index.Value;
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: index.Value;
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if (actualIndex < 0 || actualIndex >= behaviours.Count)
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if (actualIndex < 0 || actualIndex >= count)
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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int currentIndex = 0;
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int leftIndex = actualIndex;
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foreach (T item in behaviours)
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foreach ((TIndex i, FastList<TItem> list) in behaviours)
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if (currentIndex++ == actualIndex)
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{
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return item;
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if (leftIndex < list.Count)
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return list[leftIndex];
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leftIndex -= list.Count;
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}
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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}
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}
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}
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}
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protected override bool RemoveBehaviour(T tBehaviour) => behaviours.Remove(tBehaviour);
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protected override bool RemoveBehaviour(TItem tBehaviour)
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protected override void AddBehaviour(T behaviour)
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{
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{
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if (SortBy is null)
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TIndex index = getIndexFunc(tBehaviour);
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{
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if (!behaviours.TryGetValue(index, out FastList<TItem>? list))
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behaviours.AddLast(behaviour);
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throw new Exceptions.NotFoundException($"Index of '{index}' is not found in the collector");
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return;
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}
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LinkedListNode<T>? insertionNode = FindInsertionNodeFor(behaviour, SortBy);
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if (!list.Remove(tBehaviour))
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return false;
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if (insertionNode is not null)
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count--;
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behaviours.AddAfter(insertionNode, behaviour);
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return true;
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else
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behaviours.AddLast(behaviour);
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}
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}
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private LinkedListNode<T>? FindInsertionNodeFor(T behaviour, IComparer<T> sortBy)
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protected override void AddBehaviour(TItem behaviour)
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{
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{
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LinkedListNode<T>? node = behaviours.First;
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TIndex key = getIndexFunc(behaviour);
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if (!behaviours.TryGetValue(key, out FastList<TItem>? list))
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behaviours[key] = list = [];
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while (node is not null)
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count++;
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{
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list.Add(behaviour);
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int compareValue = sortBy.Compare(node.Value, behaviour);
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if (compareValue < 0)
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return node.Previous;
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node = node.Next;
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}
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return null;
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}
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}
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protected override void OnBehaviourAdd(IBehaviour behaviour) => behaviour.OnPriorityChanged.AddListener(delegateOnPriorityChanged);
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protected override void OnBehaviourAdd(IBehaviour behaviour) => behaviour.OnPriorityChanged.AddListener(delegateOnPriorityChanged);
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@@ -81,23 +65,40 @@ public class ActiveBehaviourCollectorOrdered<T> : ActiveBehaviourCollector<T> wh
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private void OnPriorityChanged(IBehaviour sender, IBehaviour.PriorityChangedArguments args)
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private void OnPriorityChanged(IBehaviour sender, IBehaviour.PriorityChangedArguments args)
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{
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{
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T behaviour = (T)sender;
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TItem behaviour = (TItem)sender;
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behaviours.Remove(behaviour);
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RemoveBehaviour(behaviour);
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AddBehaviour(behaviour);
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AddBehaviour(behaviour);
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}
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}
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private void Sort(IComparer<T> comparer)
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public ActiveBehaviourCollectorOrdered(Func<TItem, TIndex> getIndexFunc, Comparison<TIndex> sortBy)
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{
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sortList.Sort(comparer);
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behaviours.Clear();
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foreach (T item in sortList)
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behaviours.AddLast(item);
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}
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public ActiveBehaviourCollectorOrdered() => delegateOnPriorityChanged = OnPriorityChanged;
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public ActiveBehaviourCollectorOrdered(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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delegateOnPriorityChanged = OnPriorityChanged;
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SortBy = Comparer<T>.Create(sortBy);
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this.getIndexFunc = getIndexFunc;
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this.sortBy = Comparer<TIndex>.Create(sortBy);
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behaviours = new(this.sortBy);
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}
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public ActiveBehaviourCollectorOrdered(IUniverse universe, Func<TItem, TIndex> getIndexFunc, Comparison<TIndex> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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this.getIndexFunc = getIndexFunc;
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this.sortBy = Comparer<TIndex>.Create(sortBy);
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behaviours = new(this.sortBy);
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}
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public ActiveBehaviourCollectorOrdered(Func<TItem, TIndex> getIndexFunc, IComparer<TIndex> sortBy)
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{
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this.getIndexFunc = getIndexFunc;
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delegateOnPriorityChanged = OnPriorityChanged;
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this.sortBy = sortBy;
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behaviours = new(sortBy);
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}
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public ActiveBehaviourCollectorOrdered(IUniverse universe, Func<TItem, TIndex> getIndexFunc, IComparer<TIndex> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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this.getIndexFunc = getIndexFunc;
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this.sortBy = sortBy;
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behaviours = new(sortBy);
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}
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}
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}
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}
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@@ -3,76 +3,61 @@ using System.Collections.Generic;
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namespace Engine.Core;
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namespace Engine.Core;
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public class BehaviourCollectorOrdered<T> : BehaviourCollectorBase<T> where T : class
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public class BehaviourCollectorOrdered<TIndex, TItem> : BehaviourCollectorBase<TItem> where TItem : class where TIndex : IComparable
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{
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{
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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private readonly LinkedList<T> behaviours = new();
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private readonly SortedDictionary<TIndex, FastList<TItem>> behaviours = null!;
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private readonly List<T> sortList = [];
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private IComparer<T>? _sortBy = null;
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private readonly Func<TItem, TIndex> getIndexFunc = null!;
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public IComparer<T>? SortBy
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private readonly IComparer<TIndex> sortBy = null!;
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{
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get => _sortBy;
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set
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{
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_sortBy = value;
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if (value is not null)
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private int count = 0;
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Sort(value);
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public override int Count => count;
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}
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}
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public override int Count => behaviours.Count;
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public override TItem this[Index index]
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public override T this[Index index]
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{
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{
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get
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get
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{
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{
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int actualIndex = index.IsFromEnd
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int actualIndex = index.IsFromEnd
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? behaviours.Count - index.Value
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? count - index.Value
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: index.Value;
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: index.Value;
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if (actualIndex < 0 || actualIndex >= behaviours.Count)
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if (actualIndex < 0 || actualIndex >= count)
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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int currentIndex = 0;
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int leftIndex = actualIndex;
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foreach (T item in behaviours)
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foreach ((TIndex i, FastList<TItem> list) in behaviours)
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if (currentIndex++ == actualIndex)
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{
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return item;
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if (leftIndex < list.Count)
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return list[leftIndex];
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leftIndex -= list.Count;
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}
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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}
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}
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}
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}
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protected override bool RemoveBehaviour(T tBehaviour) => behaviours.Remove(tBehaviour);
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protected override bool RemoveBehaviour(TItem tBehaviour)
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protected override void AddBehaviour(T behaviour)
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{
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{
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if (SortBy is null)
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TIndex index = getIndexFunc(tBehaviour);
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{
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if (!behaviours.TryGetValue(index, out FastList<TItem>? list))
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behaviours.AddLast(behaviour);
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throw new Exceptions.NotFoundException($"Index of '{index}' is not found in the collector");
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return;
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}
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LinkedListNode<T>? insertionNode = FindInsertionNodeFor(behaviour, SortBy);
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if (!list.Remove(tBehaviour))
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return false;
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if (insertionNode is not null)
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count--;
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behaviours.AddAfter(insertionNode, behaviour);
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return true;
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else
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behaviours.AddLast(behaviour);
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}
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}
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private LinkedListNode<T>? FindInsertionNodeFor(T behaviour, IComparer<T> sortBy)
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protected override void AddBehaviour(TItem behaviour)
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{
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{
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LinkedListNode<T>? node = behaviours.First;
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TIndex key = getIndexFunc(behaviour);
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if (!behaviours.TryGetValue(key, out FastList<TItem>? list))
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behaviours[key] = list = [];
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while (node is not null)
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count++;
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{
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list.Add(behaviour);
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int compareValue = sortBy.Compare(node.Value, behaviour);
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if (compareValue < 0)
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return node.Previous;
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node = node.Next;
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}
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return null;
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}
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}
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protected override void OnBehaviourAdd(IBehaviour behaviour) => behaviour.OnPriorityChanged.AddListener(delegateOnPriorityChanged);
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protected override void OnBehaviourAdd(IBehaviour behaviour) => behaviour.OnPriorityChanged.AddListener(delegateOnPriorityChanged);
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@@ -80,23 +65,40 @@ public class BehaviourCollectorOrdered<T> : BehaviourCollectorBase<T> where T :
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private void OnPriorityChanged(IBehaviour sender, IBehaviour.PriorityChangedArguments args)
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private void OnPriorityChanged(IBehaviour sender, IBehaviour.PriorityChangedArguments args)
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{
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{
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T behaviour = (T)sender;
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TItem behaviour = (TItem)sender;
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behaviours.Remove(behaviour);
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RemoveBehaviour(behaviour);
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AddBehaviour(behaviour);
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AddBehaviour(behaviour);
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}
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}
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private void Sort(IComparer<T> comparer)
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public BehaviourCollectorOrdered(Func<TItem, TIndex> getIndexFunc, Comparison<TIndex> sortBy)
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{
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sortList.Sort(comparer);
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behaviours.Clear();
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foreach (T item in sortList)
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behaviours.AddLast(item);
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}
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public BehaviourCollectorOrdered() => delegateOnPriorityChanged = OnPriorityChanged;
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public BehaviourCollectorOrdered(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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delegateOnPriorityChanged = OnPriorityChanged;
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SortBy = Comparer<T>.Create(sortBy);
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this.getIndexFunc = getIndexFunc;
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this.sortBy = Comparer<TIndex>.Create(sortBy);
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behaviours = new(this.sortBy);
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}
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public BehaviourCollectorOrdered(IUniverse universe, Func<TItem, TIndex> getIndexFunc, Comparison<TIndex> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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this.getIndexFunc = getIndexFunc;
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this.sortBy = Comparer<TIndex>.Create(sortBy);
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behaviours = new(this.sortBy);
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}
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public BehaviourCollectorOrdered(Func<TItem, TIndex> getIndexFunc, IComparer<TIndex> sortBy)
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{
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this.getIndexFunc = getIndexFunc;
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delegateOnPriorityChanged = OnPriorityChanged;
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this.sortBy = sortBy;
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behaviours = new(sortBy);
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}
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public BehaviourCollectorOrdered(IUniverse universe, Func<TItem, TIndex> getIndexFunc, IComparer<TIndex> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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this.getIndexFunc = getIndexFunc;
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this.sortBy = sortBy;
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behaviours = new(sortBy);
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}
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}
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}
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}
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@@ -5,11 +5,12 @@ namespace Engine.Core;
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public class DrawManager : Behaviour
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public class DrawManager : Behaviour
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{
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{
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// We use Descending order because draw calls are running from last to first
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// We use Descending order because draw calls are running from last to first
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private static Comparer<IBehaviour> SortByDescendingPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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private static Comparer<int> SortByDescendingPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
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private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
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private readonly ActiveBehaviourCollectorOrdered<IPreDraw> preDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IPreDraw> preDrawEntities = new(GetPriority(), SortByDescendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<IDraw> drawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IDraw> drawEntities = new(GetPriority(), SortByDescendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<IPostDraw> postDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IPostDraw> postDrawEntities = new(GetPriority(), SortByDescendingPriority());
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private void OnPreDraw(IUniverse sender)
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private void OnPreDraw(IUniverse sender)
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{
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{
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@@ -5,10 +5,11 @@ namespace Engine.Core;
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public class UniverseEntranceManager : Behaviour
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public class UniverseEntranceManager : Behaviour
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{
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{
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// We use Ascending order because we are using reverse for loop to call them
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
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private readonly ActiveBehaviourCollectorOrdered<IEnterUniverse> enterUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<IExitUniverse> exitUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority());
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private readonly List<IEnterUniverse> toCallEnterUniverses = new(32);
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private readonly List<IEnterUniverse> toCallEnterUniverses = new(32);
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private readonly List<IExitUniverse> toCallExitUniverses = new(32);
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private readonly List<IExitUniverse> toCallExitUniverses = new(32);
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Engine.Core;
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namespace Engine.Core;
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@@ -6,13 +5,14 @@ namespace Engine.Core;
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public class UpdateManager : Behaviour
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public class UpdateManager : Behaviour
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{
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{
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// We use Ascending order because we are using reverse for loop to call them
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
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private readonly ActiveBehaviourCollectorOrdered<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<int, IFirstFrameUpdate> firstFrameUpdates = new(GetPriority(), SortByAscendingPriority());
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private readonly ActiveBehaviourCollector<ILastFrameUpdate> lastFrameUpdates = new();
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private readonly ActiveBehaviourCollector<ILastFrameUpdate> lastFrameUpdates = new();
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private readonly ActiveBehaviourCollectorOrdered<IPreUpdate> preUpdateEntities = new() { SortBy = SortByAscendingPriority() };
|
private readonly ActiveBehaviourCollectorOrdered<int, IPreUpdate> preUpdateEntities = new(GetPriority(), SortByAscendingPriority());
|
||||||
private readonly ActiveBehaviourCollectorOrdered<IUpdate> updateEntities = new() { SortBy = SortByAscendingPriority() };
|
private readonly ActiveBehaviourCollectorOrdered<int, IUpdate> updateEntities = new(GetPriority(), SortByAscendingPriority());
|
||||||
private readonly ActiveBehaviourCollectorOrdered<IPostUpdate> postUpdateEntities = new() { SortBy = SortByAscendingPriority() };
|
private readonly ActiveBehaviourCollectorOrdered<int, IPostUpdate> postUpdateEntities = new(GetPriority(), SortByAscendingPriority());
|
||||||
|
|
||||||
private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = new(32);
|
private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = new(32);
|
||||||
|
|
||||||
|
@@ -1,4 +1,5 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
using Engine.Core;
|
using Engine.Core;
|
||||||
|
|
||||||
namespace Engine.Integration.MonoGame;
|
namespace Engine.Integration.MonoGame;
|
||||||
@@ -6,9 +7,10 @@ namespace Engine.Integration.MonoGame;
|
|||||||
public class LoadContentManager : Behaviour, IFirstFrameUpdate
|
public class LoadContentManager : Behaviour, IFirstFrameUpdate
|
||||||
{
|
{
|
||||||
// We use Ascending order because we are using reverse for loop to call them
|
// We use Ascending order because we are using reverse for loop to call them
|
||||||
private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
|
private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
|
||||||
|
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
|
||||||
|
|
||||||
private readonly ActiveBehaviourCollectorOrdered<ILoadContent> loadContents = new() { SortBy = SortByAscendingPriority() };
|
private readonly ActiveBehaviourCollectorOrdered<int, ILoadContent> loadContents = new(GetPriority(), SortByAscendingPriority());
|
||||||
private readonly List<ILoadContent> toCallLoadContents = new(32);
|
private readonly List<ILoadContent> toCallLoadContents = new(32);
|
||||||
|
|
||||||
private MonoGameWindowContainer monoGameWindowContainer = null!;
|
private MonoGameWindowContainer monoGameWindowContainer = null!;
|
||||||
|
@@ -6,12 +6,13 @@ namespace Engine.Integration.MonoGame;
|
|||||||
|
|
||||||
public class SpriteBatcher : BehaviourBase, IFirstFrameUpdate, IDraw
|
public class SpriteBatcher : BehaviourBase, IFirstFrameUpdate, IDraw
|
||||||
{
|
{
|
||||||
private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
|
private static Comparer<int> SortByPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
|
||||||
|
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
|
||||||
|
|
||||||
private ISpriteBatch spriteBatch = null!;
|
private ISpriteBatch spriteBatch = null!;
|
||||||
private MonoGameCamera2D camera2D = null!;
|
private MonoGameCamera2D camera2D = null!;
|
||||||
|
|
||||||
private readonly ActiveBehaviourCollectorOrdered<IDrawableSprite> drawableSprites = new() { SortBy = SortByPriority() };
|
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableSprite> drawableSprites = new(GetPriority(), SortByPriority());
|
||||||
|
|
||||||
public void FirstActiveFrame()
|
public void FirstActiveFrame()
|
||||||
{
|
{
|
||||||
|
@@ -8,11 +8,13 @@ namespace Engine.Integration.MonoGame;
|
|||||||
|
|
||||||
public class TriangleBatcher : BehaviourBase, ITriangleBatch, IFirstFrameUpdate, IDraw
|
public class TriangleBatcher : BehaviourBase, ITriangleBatch, IFirstFrameUpdate, IDraw
|
||||||
{
|
{
|
||||||
private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
|
private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
|
||||||
|
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
|
||||||
|
|
||||||
private TriangleBatch triangleBatch = null!;
|
private TriangleBatch triangleBatch = null!;
|
||||||
private MonoGameCamera2D camera2D = null!;
|
private MonoGameCamera2D camera2D = null!;
|
||||||
private readonly ActiveBehaviourCollectorOrdered<IDrawableTriangle> drawableShapes = new() { SortBy = SortByAscendingPriority() };
|
|
||||||
|
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
|
||||||
|
|
||||||
public void FirstActiveFrame()
|
public void FirstActiveFrame()
|
||||||
{
|
{
|
||||||
|
@@ -17,11 +17,12 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
|
|||||||
protected readonly ICollisionResolver2D collisionResolver = null!;
|
protected readonly ICollisionResolver2D collisionResolver = null!;
|
||||||
protected readonly IRaycastResolver2D raycastResolver = null!;
|
protected readonly IRaycastResolver2D raycastResolver = null!;
|
||||||
|
|
||||||
private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
|
private static Comparer<int> SortByPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
|
||||||
protected ActiveBehaviourCollectorOrdered<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
|
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
|
||||||
protected ActiveBehaviourCollectorOrdered<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
|
protected ActiveBehaviourCollectorOrdered<int, IPrePhysicsUpdate> physicsPreUpdateCollector = new(GetPriority(), SortByPriority());
|
||||||
protected ActiveBehaviourCollectorOrdered<IPhysicsIteration> physicsIterationCollector = new() { SortBy = SortByPriority() };
|
protected ActiveBehaviourCollectorOrdered<int, IPhysicsUpdate> physicsUpdateCollector = new(GetPriority(), SortByPriority());
|
||||||
protected ActiveBehaviourCollectorOrdered<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
|
protected ActiveBehaviourCollectorOrdered<int, IPhysicsIteration> physicsIterationCollector = new(GetPriority(), SortByPriority());
|
||||||
|
protected ActiveBehaviourCollectorOrdered<int, IPostPhysicsUpdate> physicsPostUpdateCollector = new(GetPriority(), SortByPriority());
|
||||||
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
|
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
|
||||||
protected BehaviourCollector<ICollider2D> colliderCollector = new();
|
protected BehaviourCollector<ICollider2D> colliderCollector = new();
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user