Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/SpriteSystem.cs
Pieter-Jan Briers db0e49f5dd Defer SpriteComponent.IsInert updates.
Prevents O(n^2) behavior in many cases.
2021-06-20 17:57:45 +02:00

73 lines
2.4 KiB
C#

using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects
{
/// <summary>
/// Updates the layer animation for every visible sprite.
/// </summary>
[UsedImplicitly]
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private RenderingTreeSystem _treeSystem = default!;
private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
public override void Initialize()
{
base.Initialize();
_treeSystem = Get<RenderingTreeSystem>();
SubscribeLocalEvent<SpriteUpdateInertEvent>(QueueUpdateInert);
}
private void QueueUpdateInert(SpriteUpdateInertEvent ev)
{
_inertUpdateQueue.Enqueue(ev.Sprite);
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
while (_inertUpdateQueue.TryDequeue(out var sprite))
{
sprite.DoUpdateIsInert();
}
// 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);
var currentMap = _eyeManager.CurrentMap;
if (currentMap == MapId.Nullspace)
{
return;
}
foreach (var gridId in _mapManager.FindGridIdsIntersecting(currentMap, pvsBounds, true))
{
var gridBounds = gridId == GridId.Invalid ? pvsBounds : pvsBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
var mapTree = _treeSystem.GetSpriteTreeForMap(currentMap, gridId);
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{
if (value.IsInert)
{
return true;
}
value.FrameUpdate(state);
return true;
}, gridBounds, approx: true);
}
}
}
}