Lookup changes (#18416)

This commit is contained in:
metalgearsloth
2023-08-06 12:44:05 +10:00
committed by GitHub
parent 066ec55525
commit d3aece12cb
10 changed files with 76 additions and 58 deletions

View File

@@ -50,6 +50,7 @@ public sealed partial class PathfindingSystem
SubscribeLocalEvent<GridPathfindingComponent, EntityUnpausedEvent>(OnGridPathPause);
SubscribeLocalEvent<GridPathfindingComponent, ComponentShutdown>(OnGridPathShutdown);
SubscribeLocalEvent<CollisionChangeEvent>(OnCollisionChange);
SubscribeLocalEvent<CollisionLayerChangeEvent>(OnCollisionLayerChange);
SubscribeLocalEvent<PhysicsBodyTypeChangedEvent>(OnBodyTypeChange);
SubscribeLocalEvent<TileChangedEvent>(OnTileChange);
SubscribeLocalEvent<MoveEvent>(OnMoveEvent);
@@ -95,7 +96,7 @@ public sealed partial class PathfindingSystem
_stopwatch.Restart();
var options = new ParallelOptions()
{
MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
MaxDegreeOfParallelism = 1,
};
// We defer chunk updates because rebuilding a navmesh is hella costly
@@ -238,17 +239,18 @@ public sealed partial class PathfindingSystem
}
}
private bool IsBodyRelevant(PhysicsComponent body)
private bool IsBodyRelevant(FixturesComponent fixtures)
{
if (!body.Hard || body.BodyType != BodyType.Static)
foreach (var fixture in fixtures.Fixtures.Values)
{
return false;
}
if (!fixture.Hard)
continue;
if ((body.CollisionMask & PathfindingCollisionLayer) != 0x0 ||
(body.CollisionLayer & PathfindingCollisionMask) != 0x0)
{
return true;
if ((fixture.CollisionMask & PathfindingCollisionLayer) != 0x0 ||
(fixture.CollisionLayer & PathfindingCollisionMask) != 0x0)
{
return true;
}
}
return false;
@@ -256,35 +258,42 @@ public sealed partial class PathfindingSystem
private void OnCollisionChange(ref CollisionChangeEvent ev)
{
if (!IsBodyRelevant(ev.Body))
return;
var xform = Transform(ev.Body.Owner);
if (xform.GridUid == null)
return;
// This will also rebuild on door open / closes which I think is good?
DirtyChunk(xform.GridUid.Value, xform.Coordinates);
var aabb = _lookup.GetAABBNoContainer(ev.Body.Owner, xform.Coordinates.Position, xform.LocalRotation);
DirtyChunkArea(xform.GridUid.Value, aabb);
}
private void OnCollisionLayerChange(ref CollisionLayerChangeEvent ev)
{
var xform = Transform(ev.Body.Owner);
if (xform.GridUid == null)
return;
var aabb = _lookup.GetAABBNoContainer(ev.Body.Owner, xform.Coordinates.Position, xform.LocalRotation);
DirtyChunkArea(xform.GridUid.Value, aabb);
}
private void OnBodyTypeChange(ref PhysicsBodyTypeChangedEvent ev)
{
if (ev.Component.CanCollide &&
IsBodyRelevant(ev.Component) &&
TryComp<TransformComponent>(ev.Entity, out var xform) &&
if (TryComp<TransformComponent>(ev.Entity, out var xform) &&
xform.GridUid != null)
{
DirtyChunk(xform.GridUid.Value, xform.Coordinates);
var aabb = _lookup.GetAABBNoContainer(ev.Entity, xform.Coordinates.Position, xform.LocalRotation);
DirtyChunkArea(xform.GridUid.Value, aabb);
}
}
private void OnMoveEvent(ref MoveEvent ev)
{
if (!TryComp<PhysicsComponent>(ev.Sender, out var body) ||
body.BodyType != BodyType.Static ||
HasComp<MapGridComponent>(ev.Sender) ||
ev.OldPosition.Equals(ev.NewPosition))
if (!TryComp<FixturesComponent>(ev.Sender, out var fixtures) ||
!IsBodyRelevant(fixtures) ||
HasComp<MapGridComponent>(ev.Sender))
{
return;
}
@@ -294,34 +303,16 @@ public sealed partial class PathfindingSystem
? gridUid
: ev.OldPosition.GetGridUid(EntityManager);
// Not on a grid at all so just ignore.
if (oldGridUid == gridUid && oldGridUid == null)
if (oldGridUid != null && oldGridUid != gridUid)
{
return;
}
if (oldGridUid != null && gridUid != null)
{
// If the chunk hasn't changed then just dirty that one.
var oldOrigin = GetOrigin(ev.OldPosition, oldGridUid.Value);
var origin = GetOrigin(ev.NewPosition, gridUid.Value);
if (oldOrigin == origin)
{
// TODO: Don't need to transform again numpty.
DirtyChunk(oldGridUid.Value, ev.NewPosition);
return;
}
}
if (oldGridUid != null)
{
DirtyChunk(oldGridUid.Value, ev.OldPosition);
var aabb = _lookup.GetAABBNoContainer(ev.Sender, ev.OldPosition.Position, ev.OldRotation);
DirtyChunkArea(oldGridUid.Value, aabb);
}
if (gridUid != null)
{
DirtyChunk(gridUid.Value, ev.NewPosition);
var aabb = _lookup.GetAABBNoContainer(ev.Sender, ev.NewPosition.Position, ev.NewRotation);
DirtyChunkArea(gridUid.Value, aabb);
}
}
@@ -364,6 +355,30 @@ public sealed partial class PathfindingSystem
chunks.Add(GetOrigin(coordinates, gridUid));
}
private void DirtyChunkArea(EntityUid gridUid, Box2 aabb)
{
if (!TryComp<GridPathfindingComponent>(gridUid, out var comp))
return;
var currentTime = _timing.CurTime;
if (comp.NextUpdate < currentTime)
comp.NextUpdate = currentTime + UpdateCooldown;
var chunks = comp.DirtyChunks;
// This assumes you never have bounds equal to or larger than 2 * ChunkSize.
var corners = new Vector2[] { aabb.BottomLeft, aabb.TopRight, aabb.BottomRight, aabb.TopLeft };
foreach (var corner in corners)
{
var sampledPoint = new Vector2i(
(int) Math.Floor((corner.X) / ChunkSize),
(int) Math.Floor((corner.Y) / ChunkSize));
chunks.Add(sampledPoint);
}
}
private GridPathfindingChunk GetChunk(Vector2i origin, EntityUid uid, GridPathfindingComponent? component = null)
{
if (!Resolve(uid, ref component))
@@ -445,18 +460,18 @@ public sealed partial class PathfindingSystem
// var isBorder = x < 0 || y < 0 || x == ChunkSize - 1 || y == ChunkSize - 1;
tileEntities.Clear();
var anchored = grid.GetAnchoredEntitiesEnumerator(tilePos);
var available = _lookup.GetEntitiesIntersecting(tile);
while (anchored.MoveNext(out var ent))
foreach (var ent in available)
{
// Irrelevant for pathfinding
if (!physicsQuery.TryGetComponent(ent, out var body) ||
!IsBodyRelevant(body))
if (!fixturesQuery.TryGetComponent(ent, out var fixtures) ||
!IsBodyRelevant(fixtures))
{
continue;
}
tileEntities.Add(ent.Value);
tileEntities.Add(ent);
}
for (var subX = 0; subX < SubStep; subX++)
@@ -485,7 +500,9 @@ public sealed partial class PathfindingSystem
if (!fixture.Hard ||
(collisionMask & fixture.CollisionMask) == fixture.CollisionMask &&
(collisionLayer & fixture.CollisionLayer) == fixture.CollisionLayer)
{
continue;
}
// Do an AABB check first as it's probably faster, then do an actual point check.
var intersects = false;