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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed. Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary when there's no tick. Might be some room to tweak, like doing these updates only when preserves change. Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms). When the map is filled up with preserve, about 35ms and 9ms. With a handful of cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/Design/BoundingBoxConverter.cs
64 lines | 1.4 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
using System.Collections;
using System.ComponentModel;
using System.Globalization;
#endregion
namespace Microsoft.Xna.Framework.Design
{
public class BoundingBoxConverter : MathTypeConverter
{
#region Public Constructor
public BoundingBoxConverter() : base()
{
// FIXME: Initialize propertyDescriptions... how? -flibit
supportStringConvert = false;
}
#endregion
#region Public Methods
public override object ConvertFrom(
ITypeDescriptorContext context,
CultureInfo culture,
object value
) {
// FIXME: This method exists in the spec, but... why?! -flibit
return base.ConvertFrom(context, culture, value);
}
public override object ConvertTo(
ITypeDescriptorContext context,
CultureInfo culture,
object value,
Type destinationType
) {
// FIXME: This method exists in the spec, but... why?! -flibit
return base.ConvertTo(context, culture, value, destinationType);
}
public override object CreateInstance(
ITypeDescriptorContext context,
IDictionary propertyValues
) {
return (object) new BoundingBox(
(Vector3) propertyValues["Min"],
(Vector3) propertyValues["Max"]
);
}
#endregion
}
}