RenderingTreeSystem cleanup (#1759)

* RenderingTreeSystem cleanup

10% less bad but 100% still boilerplate

* Slight changies

* Even better

* New shit just got made

* Apply revews
This commit is contained in:
metalgearsloth
2021-05-20 18:57:29 +10:00
committed by GitHub
parent c81413b0b4
commit 6c44dd9665
5 changed files with 285 additions and 167 deletions
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Animations;
@@ -167,7 +168,7 @@ namespace Robust.Client.GameObjects
set
{
_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedMessage(this));
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
}
}
@@ -179,6 +180,18 @@ namespace Robust.Client.GameObjects
Mask = null;
}
/// <summary>
/// What MapId we are intersecting for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
/// <summary>
/// What grids we're on for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal List<GridId> IntersectingGrids = new();
void ISerializationHooks.AfterDeserialization()
{
if (_maskPath != null)
@@ -230,7 +243,7 @@ namespace Robust.Client.GameObjects
if (map != MapId.Nullspace)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveLightMessage(this, map));
new RenderTreeRemoveLightEvent(this, map));
}
}
@@ -248,11 +261,11 @@ namespace Robust.Client.GameObjects
}
}
public struct PointLightRadiusChangedMessage
public class PointLightRadiusChangedEvent : EntityEventArgs
{
public PointLightComponent PointLightComponent { get; }
public PointLightRadiusChangedMessage(PointLightComponent pointLightComponent)
public PointLightRadiusChangedEvent(PointLightComponent pointLightComponent)
{
PointLightComponent = pointLightComponent;
}
@@ -125,6 +125,18 @@ namespace Robust.Client.GameObjects
[DataField("directional")]
private bool _directional = true;
/// <summary>
/// What MapId we are intersecting for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
/// <summary>
/// What grids we're on for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal List<GridId> IntersectingGrids { get; } = new();
[DataField("layerDatums")]
private List<PrototypeLayerData> LayerDatums
{
@@ -1355,7 +1367,7 @@ namespace Robust.Client.GameObjects
if (map != MapId.Nullspace)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveSpriteMessage(this, map));
new RenderTreeRemoveSpriteEvent(this, map));
}
}
@@ -1,4 +1,6 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Shared.GameObjects;
@@ -6,6 +8,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
@@ -47,145 +50,176 @@ namespace Robust.Client.GameObjects
_mapManager.OnGridCreated += MapManagerOnGridCreated;
_mapManager.OnGridRemoved += MapManagerOnGridRemoved;
SubscribeLocalEvent<EntMapIdChangedMessage>(EntMapIdChanged);
SubscribeLocalEvent<MoveEvent>(EntMoved);
SubscribeLocalEvent<EntParentChangedMessage>(EntParentChanged);
SubscribeLocalEvent<PointLightRadiusChangedMessage>(PointLightRadiusChanged);
SubscribeLocalEvent<RenderTreeRemoveSpriteMessage>(RemoveSprite);
SubscribeLocalEvent<RenderTreeRemoveLightMessage>(RemoveLight);
SubscribeLocalEvent<SpriteComponent, EntMapIdChangedMessage>(SpriteMapChanged);
SubscribeLocalEvent<SpriteComponent, MoveEvent>(SpriteMoved);
SubscribeLocalEvent<SpriteComponent, EntParentChangedMessage>(SpriteParentChanged);
SubscribeLocalEvent<SpriteComponent, RenderTreeRemoveSpriteEvent>(RemoveSprite);
SubscribeLocalEvent<PointLightComponent, EntMapIdChangedMessage>(LightMapChanged);
SubscribeLocalEvent<PointLightComponent, MoveEvent>(LightMoved);
SubscribeLocalEvent<PointLightComponent, EntParentChangedMessage>(LightParentChanged);
SubscribeLocalEvent<PointLightComponent, PointLightRadiusChangedEvent>(PointLightRadiusChanged);
SubscribeLocalEvent<PointLightComponent, RenderTreeRemoveLightEvent>(RemoveLight);
}
// For the RemoveX methods
// If the Transform is removed BEFORE the Sprite/Light,
// then the MapIdChanged code will handle and remove it (because MapId gets set to nullspace).
// Otherwise these will still have their past MapId and that's all we need..
#region SpriteHandlers
private void SpriteMapChanged(EntityUid uid, SpriteComponent component, EntMapIdChangedMessage args)
{
QueueSpriteUpdate(component);
}
private void SpriteMoved(EntityUid uid, SpriteComponent component, MoveEvent args)
{
QueueSpriteUpdate(component);
}
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, EntParentChangedMessage args)
{
QueueSpriteUpdate(component);
}
private void RemoveSprite(EntityUid uid, SpriteComponent component, RenderTreeRemoveSpriteEvent args)
{
ClearSprite(component);
}
private void ClearSprite(SpriteComponent component)
{
if (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
{
foreach (var gridId in component.IntersectingGrids)
{
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
tree.SpriteTree.Remove(component);
}
}
component.IntersectingGrids.Clear();
}
private void QueueSpriteUpdate(SpriteComponent component)
{
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_spriteQueue.Add(component);
foreach (var child in component.Owner.Transform.Children)
{
QueueSpriteUpdate(child.Owner);
}
}
private void QueueSpriteUpdate(IEntity entity)
{
if (!entity.TryGetComponent(out SpriteComponent? spriteComponent)) return;
QueueSpriteUpdate(spriteComponent);
foreach (var child in entity.Transform.Children)
{
QueueSpriteUpdate(child.Owner);
}
}
#endregion
#region LightHandlers
private void LightMapChanged(EntityUid uid, PointLightComponent component, EntMapIdChangedMessage args)
{
QueueLightUpdate(component);
}
private void LightMoved(EntityUid uid, PointLightComponent component, MoveEvent args)
{
QueueLightUpdate(component);
}
private void LightParentChanged(EntityUid uid, PointLightComponent component, EntParentChangedMessage args)
{
QueueLightUpdate(component);
}
private void PointLightRadiusChanged(EntityUid uid, PointLightComponent component, PointLightRadiusChangedEvent args)
{
QueueLightUpdate(component);
}
private void RemoveLight(EntityUid uid, PointLightComponent component, RenderTreeRemoveLightEvent args)
{
ClearLight(component);
}
private void ClearLight(PointLightComponent component)
{
if (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
{
foreach (var gridId in component.IntersectingGrids)
{
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
tree.LightTree.Remove(component);
}
}
component.IntersectingGrids.Clear();
}
private void QueueLightUpdate(PointLightComponent component)
{
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_lightQueue.Add(component);
foreach (var child in component.Owner.Transform.Children)
{
QueueLightUpdate(child.Owner);
}
}
private void QueueLightUpdate(IEntity entity)
{
if (!entity.TryGetComponent(out PointLightComponent? lightComponent)) return;
QueueLightUpdate(lightComponent);
foreach (var child in entity.Transform.Children)
{
QueueLightUpdate(child.Owner);
}
}
#endregion
public override void Shutdown()
{
base.Shutdown();
_mapManager.MapCreated -= MapManagerOnMapCreated;
_mapManager.MapDestroyed -= MapManagerOnMapDestroyed;
_mapManager.OnGridCreated -= MapManagerOnGridCreated;
_mapManager.OnGridRemoved -= MapManagerOnGridRemoved;
}
// For these next 2 methods (the Remove* ones):
// If the Transform is removed BEFORE the Sprite/Light,
// then the MapIdChanged code will handle and remove it (because MapId gets set to nullspace).
// Otherwise these will still have their past MapId and that's all we need..
private void RemoveLight(RenderTreeRemoveLightMessage ev)
{
foreach (var gridId in _mapManager.FindGridIdsIntersecting(ev.Map, MapTrees.LightAabbFunc(ev.Light), true))
{
_gridTrees[ev.Map][gridId].LightTree.Remove(ev.Light);
}
}
private void RemoveSprite(RenderTreeRemoveSpriteMessage ev)
{
foreach (var gridId in _mapManager.FindGridIdsIntersecting(ev.Map, MapTrees.SpriteAabbFunc(ev.Sprite), true))
{
_gridTrees[ev.Map][gridId].SpriteTree.Remove(ev.Sprite);
}
}
private void PointLightRadiusChanged(PointLightRadiusChangedMessage ev)
{
QueueUpdateLight(ev.PointLightComponent);
}
private void EntParentChanged(EntParentChangedMessage ev)
{
UpdateEntity(ev.Entity);
}
private void EntMoved(MoveEvent ev)
{
UpdateEntity(ev.Sender);
}
private void UpdateEntity(IEntity entity)
{
if (entity.TryGetComponent(out SpriteComponent? spriteComponent))
{
if (!spriteComponent.TreeUpdateQueued)
{
spriteComponent.TreeUpdateQueued = true;
_spriteQueue.Add(spriteComponent);
}
}
if (entity.TryGetComponent(out PointLightComponent? light))
{
QueueUpdateLight(light);
}
foreach (var child in entity.Transform.ChildEntityUids)
{
UpdateEntity(EntityManager.GetEntity(child));
}
}
private void QueueUpdateLight(PointLightComponent light)
{
if (!light.TreeUpdateQueued)
{
light.TreeUpdateQueued = true;
_lightQueue.Add(light);
}
}
private void EntMapIdChanged(EntMapIdChangedMessage ev)
{
// Nullspace is a valid map ID for stuff to have but we also aren't gonna bother indexing it.
// So that's why there's a GetValueOrDefault.
var oldMapTrees = _gridTrees.GetValueOrDefault(ev.OldMapId);
var newMapTrees = _gridTrees.GetValueOrDefault(ev.Entity.Transform.MapID);
// TODO: MMMM probably a better way to do this.
if (ev.Entity.TryGetComponent(out SpriteComponent? sprite))
{
if (oldMapTrees != null)
{
foreach (var (_, gridTree) in oldMapTrees)
{
gridTree.SpriteTree.Remove(sprite);
}
}
var bounds = MapTrees.SpriteAabbFunc(sprite);
foreach (var gridId in _mapManager.FindGridIdsIntersecting(ev.Entity.Transform.MapID, bounds, true))
{
var gridBounds = gridId == GridId.Invalid
? bounds : bounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
newMapTrees?[gridId].SpriteTree.AddOrUpdate(sprite, gridBounds);
}
}
if (ev.Entity.TryGetComponent(out PointLightComponent? light))
{
if (oldMapTrees != null)
{
foreach (var (_, gridTree) in oldMapTrees)
{
gridTree.LightTree.Remove(light);
}
}
var bounds = MapTrees.LightAabbFunc(light);
foreach (var gridId in _mapManager.FindGridIdsIntersecting(ev.Entity.Transform.MapID, bounds, true))
{
var gridBounds = gridId == GridId.Invalid
? bounds : bounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
newMapTrees?[gridId].LightTree.AddOrUpdate(light, gridBounds);
}
}
}
private void MapManagerOnMapDestroyed(object? sender, MapEventArgs e)
{
foreach (var (_, gridTree) in _gridTrees[e.Map])
{
foreach (var comp in gridTree.LightTree)
{
comp.IntersectingGrids.Clear();
}
foreach (var comp in gridTree.SpriteTree)
{
comp.IntersectingGrids.Clear();
}
// Just in case?
gridTree.LightTree.Clear();
gridTree.SpriteTree.Clear();
}
_gridTrees.Remove(e.Map);
}
@@ -209,47 +243,109 @@ namespace Robust.Client.GameObjects
private void MapManagerOnGridRemoved(MapId mapId, GridId gridId)
{
var gridTree = _gridTrees[mapId][gridId];
foreach (var sprite in gridTree.SpriteTree)
{
sprite.IntersectingGrids.Remove(gridId);
}
foreach (var light in gridTree.LightTree)
{
light.IntersectingGrids.Remove(gridId);
}
// Clear in case
gridTree.LightTree.Clear();
gridTree.SpriteTree.Clear();
_gridTrees[mapId].Remove(gridId);
}
public override void FrameUpdate(float frameTime)
{
foreach (var queuedUpdateSprite in _spriteQueue)
foreach (var sprite in _spriteQueue)
{
var map = queuedUpdateSprite.Owner.Transform.MapID;
if (map == MapId.Nullspace)
var mapId = sprite.Owner.Transform.MapID;
// If we're on a new map then clear the old one.
if (sprite.IntersectingMapId != mapId)
{
continue;
ClearSprite(sprite);
}
var mapTree = _gridTrees[map];
sprite.IntersectingMapId = mapId;
foreach (var gridId in _mapManager.FindGridIdsIntersecting(map,
MapTrees.SpriteAabbFunc(queuedUpdateSprite), true))
if (mapId == MapId.Nullspace) continue;
var mapTree = _gridTrees[mapId];
var aabb = MapTrees.SpriteAabbFunc(sprite);
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
// Remove from old
foreach (var gridId in sprite.IntersectingGrids)
{
mapTree[gridId].SpriteTree.AddOrUpdate(queuedUpdateSprite);
if (intersectingGrids.Contains(gridId)) continue;
mapTree[gridId].SpriteTree.Remove(sprite);
}
queuedUpdateSprite.TreeUpdateQueued = false;
// Rebuild in the update below
sprite.IntersectingGrids.Clear();
// Update / add to new
foreach (var gridId in intersectingGrids)
{
var translated = aabb.Translated(gridId == GridId.Invalid
? Vector2.Zero
: -_mapManager.GetGrid(gridId).WorldPosition);
mapTree[gridId].SpriteTree.AddOrUpdate(sprite, translated);
sprite.IntersectingGrids.Add(gridId);
}
sprite.TreeUpdateQueued = false;
}
foreach (var queuedUpdateLight in _lightQueue)
foreach (var light in _lightQueue)
{
var map = queuedUpdateLight.Owner.Transform.MapID;
if (map == MapId.Nullspace)
var mapId = light.Owner.Transform.MapID;
// If we're on a new map then clear the old one.
if (light.IntersectingMapId != mapId)
{
continue;
ClearLight(light);
}
var mapTree = _gridTrees[map];
light.IntersectingMapId = mapId;
foreach (var gridId in _mapManager.FindGridIdsIntersecting(map,
MapTrees.LightAabbFunc(queuedUpdateLight), true))
if (mapId == MapId.Nullspace) continue;
var mapTree = _gridTrees[mapId];
var aabb = MapTrees.LightAabbFunc(light);
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
// Remove from old
foreach (var gridId in intersectingGrids)
{
mapTree[gridId].LightTree.AddOrUpdate(queuedUpdateLight);
if (intersectingGrids.Contains(gridId)) continue;
mapTree[gridId].LightTree.Remove(light);
}
queuedUpdateLight.TreeUpdateQueued = false;
// Rebuild in the update below
light.IntersectingGrids.Clear();
// Update / add to new
foreach (var gridId in intersectingGrids)
{
var translated = aabb.Translated(gridId == GridId.Invalid
? Vector2.Zero
: -_mapManager.GetGrid(gridId).WorldPosition);
mapTree[gridId].LightTree.AddOrUpdate(light, translated);
light.IntersectingGrids.Add(gridId);
}
light.TreeUpdateQueued = false;
}
_spriteQueue.Clear();
@@ -284,9 +380,9 @@ namespace Robust.Client.GameObjects
}
}
internal struct RenderTreeRemoveSpriteMessage
internal class RenderTreeRemoveSpriteEvent : EntityEventArgs
{
public RenderTreeRemoveSpriteMessage(SpriteComponent sprite, MapId map)
public RenderTreeRemoveSpriteEvent(SpriteComponent sprite, MapId map)
{
Sprite = sprite;
Map = map;
@@ -296,9 +392,9 @@ namespace Robust.Client.GameObjects
public MapId Map { get; }
}
internal struct RenderTreeRemoveLightMessage
internal class RenderTreeRemoveLightEvent : EntityEventArgs
{
public RenderTreeRemoveLightMessage(PointLightComponent light, MapId map)
public RenderTreeRemoveLightEvent(PointLightComponent light, MapId map)
{
Light = light;
Map = map;
@@ -16,11 +16,17 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private RenderingTreeSystem _treeSystem = default!;
public override void Initialize()
{
base.Initialize();
_treeSystem = Get<RenderingTreeSystem>();
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
var renderTreeSystem = EntitySystemManager.GetEntitySystem<RenderingTreeSystem>();
// So we could calculate the correct size of the entities based on the contents of their sprite...
// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
@@ -33,18 +39,9 @@ namespace Robust.Client.GameObjects
foreach (var gridId in _mapManager.FindGridIdsIntersecting(currentMap, pvsBounds, true))
{
Box2 gridBounds;
var gridBounds = gridId == GridId.Invalid ? pvsBounds : pvsBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
if (gridId == GridId.Invalid)
{
gridBounds = pvsBounds;
}
else
{
gridBounds = pvsBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
}
var mapTree = renderTreeSystem.GetSpriteTreeForMap(currentMap, gridId);
var mapTree = _treeSystem.GetSpriteTreeForMap(currentMap, gridId);
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{
@@ -2,7 +2,7 @@ using Robust.Shared.Map;
namespace Robust.Shared.GameObjects
{
public readonly struct EntMapIdChangedMessage
public class EntMapIdChangedMessage : EntityEventArgs
{
public EntMapIdChangedMessage(IEntity entity, MapId oldMapId)
{