more optimisation whatever idk really know what I am doing
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@@ -8,8 +8,8 @@ use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use serde::{Deserialize, Serialize};
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use single::{APP_SIZE, App, BTN_COLOR, BTN_SELECTED_COLOR, MODEL_SCALE};
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use stardust_xr_asteroids::{
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ClientState, CustomElement, Element, Migrate, Reify, Transformable, client,
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elements::{Button, Grabbable, Model, ModelPart},
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ClientState, CustomElement, Element, Migrate, Reify, Transformable, client,
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elements::{Button, Grabbable, Model, ModelPart, PointerMode, Spatial},
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};
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use stardust_xr_fusion::{
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drawable::MaterialParameter,
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@@ -17,6 +17,8 @@ use stardust_xr_fusion::{
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project_local_resources,
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spatial::Transform,
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};
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use stardust_xr_fusion::values::ResourceID;
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use std::path::PathBuf;
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use std::f32::consts::{FRAC_PI_2, PI};
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use std::sync::atomic::{AtomicUsize, Ordering};
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use std::sync::atomic::AtomicU64;
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@@ -70,16 +72,26 @@ async fn main() {
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#[derive(Debug, Serialize, Deserialize)]
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pub struct HexagonLauncher {
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/// if the hexagon launcher is expanded
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open: bool,
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pos: Vector3<f32>,
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rot: Quaternion<f32>,
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/// if the hexagon launcher is expanded
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open: bool,
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pos: Vector3<f32>,
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rot: Quaternion<f32>,
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#[serde(skip)]
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/// position in the vector is mapped to hex coordinates
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apps: Vec<App>,
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#[serde(skip)]
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/// cached world coordinates for each app hex
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positions: Vec<[f32; 3]>,
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#[serde(skip)]
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/// position in the vector is mapped to hex coordinates
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apps: Vec<App>,
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#[serde(skip)]
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/// cached world coordinates for each app hex
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positions: Vec<[f32; 3]>,
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/// lightweight immutable snapshots for fast per-frame reify
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snapshots: Vec<Snapshot>,
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}
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#[derive(Clone)]
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struct Snapshot {
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name: String,
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cached_texture: Option<ResourceID>,
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cached_gltf: Option<PathBuf>,
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}
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impl Default for HexagonLauncher {
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@@ -90,6 +102,7 @@ impl Default for HexagonLauncher {
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rot: Quat::IDENTITY.into(),
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apps: Vec::new(),
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positions: Vec::new(),
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snapshots: Vec::new(),
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}
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}
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}
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@@ -133,23 +146,36 @@ impl ClientState for HexagonLauncher {
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self.apps.par_iter().for_each(|app| {
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// GLTF path warm: call Model::direct once (parser/cache warm-up)
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if let Some(gltf_path) = app.cached_gltf.get() {
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let _ = Model::direct(gltf_path.to_string_lossy().to_string());
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} else if let Some(tex) = app.cached_texture.get() {
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// Raster icon path warm: build the lightweight namespaced model
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// with the cached texture so material/texture creation happens now.
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let _ = Model::namespaced("protostar", "hexagon/hexagon")
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.part(ModelPart::new("Hex").mat_param(
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"color",
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MaterialParameter::Color(crate::BTN_COLOR),
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))
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.part(ModelPart::new("Icon").mat_param(
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"diffuse",
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MaterialParameter::Texture(tex.clone()),
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))
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.build();
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}
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});
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}
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if let Ok(builder) = Model::direct(gltf_path.to_string_lossy().to_string()) {
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let _ = CustomElement::<HexagonLauncher>::build(builder);
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}
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} else if let Some(tex) = app.cached_texture.get() {
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// Raster icon path warm: build the lightweight namespaced model
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// with the cached texture so material/texture creation happens now.
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let builder = Model::namespaced("protostar", "hexagon/hexagon")
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.part(ModelPart::new("Hex").mat_param(
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"color",
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MaterialParameter::Color(crate::BTN_COLOR),
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))
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.part(ModelPart::new("Icon").mat_param(
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"diffuse",
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MaterialParameter::Texture(tex.clone()),
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));
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let _ = CustomElement::<HexagonLauncher>::build(builder);
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}
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});
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// build immutable lightweight snapshots used during reify
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self.snapshots = self
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.apps
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.iter()
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.map(|a| Snapshot {
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name: a.app.name().unwrap_or_default(),
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cached_texture: a.cached_texture.get().cloned(),
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cached_gltf: a.cached_gltf.get().cloned(),
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})
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.collect();
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}
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}
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impl Reify for HexagonLauncher {
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#[tracing::instrument(skip_all)]
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@@ -245,16 +271,56 @@ impl Reify for HexagonLauncher {
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.iter()
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.enumerate()
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.take(take_n)
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.map(|(i, app)| {
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Spatial::default()
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.pos(self.positions[i])
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.build()
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.child(app.reify_substate(move |state: &mut HexagonLauncher| {
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// log & count access to per-app substate
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APP_REIFY_COUNT.fetch_add(1, Ordering::Relaxed);
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tracing::trace!(index = i, "accessing app substate");
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state.apps.get_mut(i)
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}))
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.map(|(i, _app)| {
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// use snapshot instead of reify_substate (cheap, immutable)
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let snap = self.snapshots[i].clone();
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let pos = self.positions[i];
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// build spatial + cheap model from snapshot (no per-app state access)
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let mut spatial = Spatial::default().pos(pos).build();
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+
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+ // attach model from snapshot (gltf preferred, else namespaced + texture)
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+ if let Some(gltf) = snap.cached_gltf {
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+ if let Ok(builder) = Model::direct(gltf.to_string_lossy().to_string()) {
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+ spatial = spatial.child(builder.transform(Transform::from_rotation_scale(
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+ Quat::from_rotation_x(PI / 2.0) * Quat::from_rotation_y(PI),
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+ [MODEL_SCALE; 3],
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+ )).build());
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+ }
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+ } else {
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+ let mut mb = Model::namespaced("protostar", "hexagon/hexagon")
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+ .transform(Transform::from_rotation_scale(
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+ Quat::from_rotation_x(PI / 2.0) * Quat::from_rotation_y(PI),
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+ [MODEL_SCALE; 3],
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+ ))
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+ .part(ModelPart::new("Hex").mat_param(
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+ "color",
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+ MaterialParameter::Color(if self.open {
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+ BTN_SELECTED_COLOR
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+ } else {
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+ BTN_COLOR
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+ }),
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+ ));
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+ if let Some(tex) = snap.cached_texture {
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+ mb = mb.part(ModelPart::new("Icon").mat_param(
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+ "diffuse",
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+ MaterialParameter::Texture(tex),
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+ ));
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+ }
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+ spatial = spatial.child(mb.build());
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+ }
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+
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+ // attach a Button that mutates real state when used (captures index)
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+ spatial.child(
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+ Button::new(move |state: &mut HexagonLauncher| {
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+ // example: toggle open / or launch the app via state.apps[i]
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+ // keep mutation here, but we avoid doing this per-frame.
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+ // if you need to launch: state.apps[i].launch(...);
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+ tracing::debug!(index = i, "app button pressed");
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+ })
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+ .pos([0.0, 0.0, 0.0])
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+ .size([0.01; 2])
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+ .build(),
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+ )
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})
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})
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.into_iter()
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