tracing chunk rebuild testing speed up world gen by moving collider creation to thread pool
93 lines
2.6 KiB
Rust
93 lines
2.6 KiB
Rust
use bevy::prelude::*;
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use world_generation::{
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biome_painter::BiomePainterAsset,
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chunk_colliders::generate_chunk_collider,
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hex_utils::{self, offset_to_world, SHORT_DIAGONAL},
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mesh_generator::generate_chunk_mesh,
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prelude::{Chunk, Map},
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tile_manager::TileAsset,
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tile_mapper::TileMapperAsset,
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};
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use crate::{
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
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utlis::render_distance_system::RenderDistanceVisibility,
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};
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use super::prelude::CurrentBiomePainter;
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pub struct ChunkRebuildPlugin;
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impl Plugin for ChunkRebuildPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(ChunkRebuildQueue::default());
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app.init_resource::<PhosChunkRegistry>();
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app.add_systems(PreUpdate, chunk_rebuilder);
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}
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}
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#[derive(Resource, Default)]
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pub struct ChunkRebuildQueue {
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pub queue: Vec<usize>,
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}
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fn chunk_rebuilder(
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mut commands: Commands,
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mut queue: ResMut<ChunkRebuildQueue>,
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mut chunks: ResMut<PhosChunkRegistry>,
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atlas: Res<ChunkAtlas>,
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heightmap: Res<Map>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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mut meshes: ResMut<Assets<Mesh>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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for chunk_index in &queue.queue {
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let chunk = chunks.chunks[*chunk_index];
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commands.entity(chunk).despawn();
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}
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let b_painter = biome_painters.get(painter.handle.clone());
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let cur_painter = b_painter.unwrap();
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let chunk_meshes: Vec<_> = queue
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.queue
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.par_iter()
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.map(|idx| {
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let chunk = &heightmap.chunks[*idx];
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let mesh = generate_chunk_mesh(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
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let (col_verts, col_indicies) = generate_chunk_collider(chunk, &heightmap);
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let collider = Collider::trimesh_with_flags(col_verts, col_indicies, TriMeshFlags::MERGE_DUPLICATE_VERTICES);
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return (
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mesh,
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collider,
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offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
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hex_utils::offset_to_index(chunk.chunk_offset, heightmap.width),
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);
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})
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.collect();
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for (mesh, collider, pos, index) in chunk_meshes {
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let chunk = commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: atlas.chunk_material_handle.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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PhosChunk::new(index),
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RenderDistanceVisibility::default().with_offset(Vec3::new(
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(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
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0.,
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(Chunk::SIZE / 2) as f32 * 1.5,
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)),
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collider,
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));
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chunks.chunks[index] = chunk.id();
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}
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queue.queue.clear();
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}
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