Files
RobustToolbox/Robust.Shared/GameObjects/Systems/EntityLookupSystem.LocalQueries.cs
T
metalgearslothandGitHub 45dc9ad80e Inline polygon vertices (#5758)
* FastPoly

* Inline polygon vertices

No more pooling, pooling bad. No more arrays in engine, only span.

I made a slim version that's only the 4 verts so no padding on it compared to Polygon. Slightly more clamplicated code but entitylookup + mapmanager are both hotpaths and it's easy to do. Memory usage will likely go up for now but heap allocations should drop significantly due to removing the pooling.

* Unhide these

* Fixes

* More fixes

* More fixes

* Avoid potential bomb
2025-03-20 21:26:05 +11:00

155 lines
6.1 KiB
C#

using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Shapes;
namespace Robust.Shared.GameObjects;
public sealed partial class EntityLookupSystem
{
/*
* Local AABB / Box2Rotated queries for broadphase entities.
*/
private void AddLocalEntitiesIntersecting(
EntityUid lookupUid,
HashSet<EntityUid> intersecting,
Box2 localAABB,
LookupFlags flags,
BroadphaseComponent? lookup = null)
{
if (!_broadQuery.Resolve(lookupUid, ref lookup))
return;
var lookupPoly = new SlimPolygon(localAABB);
AddEntitiesIntersecting(lookupUid, intersecting, lookupPoly, localAABB, Physics.Transform.Empty, flags, lookup);
}
private void AddLocalEntitiesIntersecting(
EntityUid lookupUid,
HashSet<EntityUid> intersecting,
Box2Rotated localBounds,
LookupFlags flags,
BroadphaseComponent? lookup = null)
{
if (!_broadQuery.Resolve(lookupUid, ref lookup))
return;
var shape = new SlimPolygon(localBounds);
var localAABB = localBounds.CalcBoundingBox();
AddEntitiesIntersecting(lookupUid, intersecting, shape, localAABB, Physics.Transform.Empty, flags);
}
public bool AnyLocalEntitiesIntersecting(EntityUid lookupUid,
Box2 localAABB,
LookupFlags flags,
EntityUid? ignored = null,
BroadphaseComponent? lookup = null)
{
if (!_broadQuery.Resolve(lookupUid, ref lookup))
return false;
var shape = new SlimPolygon(localAABB);
return AnyEntitiesIntersecting(lookupUid, shape, localAABB, Physics.Transform.Empty, flags, ignored, lookup);
}
public HashSet<EntityUid> GetLocalEntitiesIntersecting(EntityUid gridId, Vector2i gridIndices, float enlargement = TileEnlargementRadius, LookupFlags flags = DefaultFlags, MapGridComponent? gridComp = null)
{
// Technically this doesn't consider anything overlapping from outside the grid but is this an issue?
var intersecting = new HashSet<EntityUid>();
GetLocalEntitiesIntersecting(gridId, gridIndices, intersecting, enlargement, flags, gridComp);
return intersecting;
}
/// <summary>
/// Gets entities intersecting to the relative broadphase entity. Does NOT turn the transform into local terms.
/// </summary>
public void GetLocalEntitiesIntersecting(EntityUid gridUid, IPhysShape shape, Transform localTransform, HashSet<EntityUid> intersecting, LookupFlags flags = DefaultFlags, BroadphaseComponent? lookup = null)
{
var localAABB = shape.ComputeAABB(localTransform, 0);
AddEntitiesIntersecting(gridUid, intersecting, shape, localAABB, localTransform, flags: flags, lookup: lookup);
AddContained(intersecting, flags);
}
/// <summary>
/// Gets the entities intersecting the specified broadphase entity using a local AABB.
/// </summary>
public void GetLocalEntitiesIntersecting(EntityUid gridUid, Vector2i localTile, HashSet<EntityUid> intersecting,
float enlargement = TileEnlargementRadius, LookupFlags flags = DefaultFlags, MapGridComponent? gridComp = null)
{
ushort tileSize = 1;
if (_gridQuery.Resolve(gridUid, ref gridComp))
{
tileSize = gridComp.TileSize;
}
var localAABB = GetLocalBounds(localTile, tileSize);
localAABB = localAABB.Enlarged(enlargement);
GetLocalEntitiesIntersecting(gridUid, localAABB, intersecting, flags);
}
/// <summary>
/// Gets the entities intersecting the specified broadphase entity using a local AABB.
/// </summary>
public void GetLocalEntitiesIntersecting(EntityUid gridUid, Box2 localAABB, HashSet<EntityUid> intersecting,
LookupFlags flags = DefaultFlags)
{
AddLocalEntitiesIntersecting(gridUid, intersecting, localAABB, flags);
AddContained(intersecting, flags);
}
/// <summary>
/// Gets the entities intersecting the specified broadphase entity using a local Box2Rotated.
/// </summary>
public void GetLocalEntitiesIntersecting(EntityUid gridUid, Box2Rotated localBounds, HashSet<EntityUid> intersecting,
LookupFlags flags = DefaultFlags)
{
AddLocalEntitiesIntersecting(gridUid, intersecting, localBounds, flags);
AddContained(intersecting, flags);
}
/// <summary>
/// Returns the entities intersecting any of the supplied tiles. Faster than doing each tile individually.
/// </summary>
public HashSet<EntityUid> GetLocalEntitiesIntersecting(EntityUid gridId, IEnumerable<Vector2i> gridIndices, LookupFlags flags = DefaultFlags)
{
var intersecting = new HashSet<EntityUid>();
// Technically this doesn't consider anything overlapping from outside the grid but is this an issue?
if (!_gridQuery.TryGetComponent(gridId, out var mapGrid))
return intersecting;
// TODO: You can probably decompose the indices into larger areas if you take in a hashset instead.
foreach (var index in gridIndices)
{
GetLocalEntitiesIntersecting(gridId, index, intersecting, flags: flags, gridComp: mapGrid);
}
return intersecting;
}
public HashSet<EntityUid> GetLocalEntitiesIntersecting(BroadphaseComponent lookup, Box2 localAABB, LookupFlags flags = DefaultFlags)
{
var intersecting = new HashSet<EntityUid>();
AddLocalEntitiesIntersecting(lookup.Owner, intersecting, localAABB, flags, lookup);
AddContained(intersecting, flags);
return intersecting;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public IEnumerable<EntityUid> GetLocalEntitiesIntersecting(TileRef tileRef, float enlargement = TileEnlargementRadius, LookupFlags flags = DefaultFlags)
{
return GetLocalEntitiesIntersecting(tileRef.GridUid, tileRef.GridIndices, enlargement, flags);
}
}