Xlua对c#的vector3等结构体的优化
作者:互联网
目录:Xlua源码学习
参考文章::
https://www.jianshu.com/p/07dc38e85923
https://gameinstitute.qq.com/community/detail/111993
https://gameinstitute.qq.com/community/detail/125117
一、lua如何操作Vector3,中间做了什么操作?
1.获取Vector3对象
由于Vector3的方法、属性都是成员方法、属性(如x、y、z、Slerp),那么调用这些方法前需要先获取Vector3对应的对象。比如Vector3()新建、transform.position获取等。
以transform.position为例:_g_get_position方法创建了一个CSharpStruct类型的ud,并把x,y,z存在这个ud里。这个ud的元表指向Vector3的obj_meta,通过这个元表可以访问Vector3Wrap注册的所有方法、属性,进而间接访问到Vector3。
ud = { ["fake_id"] = -1 ["len"] = 12 //存储3个float值的大小,的对应xyz,float是4字节32位。 ["data"][0] = x ["data"][1] = y ["data"][0] = z ["__index"] = obj_meta }
static int _g_get_position(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.Transform gen_to_be_invoked = (UnityEngine.Transform)translator.FastGetCSObj(L, 1); translator.PushUnityEngineVector3(L, gen_to_be_invoked.position); } catch(System.Exception gen_e) { return LuaAPI.luaL_error(L, "c# exception:" + gen_e); } return 1; } public void PushUnityEngineVector3(RealStatePtr L, UnityEngine.Vector3 val) { if (UnityEngineVector3_TypeID == -1) { bool is_first; UnityEngineVector3_TypeID = getTypeId(L, typeof(UnityEngine.Vector3), out is_first); } //创建一个大小为(12+4+4)字节的userdata,元表Vector3的元表 IntPtr buff = LuaAPI.xlua_pushstruct(L, 12, UnityEngineVector3_TypeID); if (!CopyByValue.Pack(buff, 0, val)) //把vector3拆成3个float传入cc,在c的结构体buff存储数据 { throw new Exception("pack fail fail for UnityEngine.Vector3 ,value="+val); } }xlua.c里的接口:
LUA_API void *xlua_pushstruct(lua_State *L, unsigned int size, int meta_ref) { CSharpStruct *css = (CSharpStruct *)lua_newuserdata(L, size + sizeof(int) + sizeof(unsigned int)); css->fake_id = -1; css->len = size; lua_rawgeti(L, LUA_REGISTRYINDEX, meta_ref); lua_setmetatable(L, -2); return css; } LUALIB_API int xlua_pack_float3(void *p, int offset, float f1, float f2, float f3) { CSharpStruct *css = (CSharpStruct *)p; if (css->fake_id != -1 || css->len < offset + sizeof(float) * 3) { return 0; } else { float *pos = (float *)(&(css->data[0]) + offset); pos[0] = f1; pos[1] = f2; pos[2] = f3; return 1; } }2.设置transform.position 代码如下: 主要是UnPack方法调用xlua的xlua_unpack_float3方法,从上面的ud结构里取到x,y,c的值压栈并赋值给UnPack的x,y,z参数,再由UnPack组装一个新的Vevtor3返回给_s_set_position进行赋值。
static int _s_set_position(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.Transform gen_to_be_invoked = (UnityEngine.Transform)translator.FastGetCSObj(L, 1); UnityEngine.Vector3 gen_value; translator.Get(L, 2, out gen_value); gen_to_be_invoked.position = gen_value; } catch(System.Exception gen_e) { return LuaAPI.luaL_error(L, "c# exception:" + gen_e); } return 0; } public void Get(RealStatePtr L, int index, out UnityEngine.Vector3 val) { LuaTypes type = LuaAPI.lua_type(L, index); if (type == LuaTypes.LUA_TUSERDATA ) { IntPtr buff = LuaAPI.lua_touserdata(L, index); if (!CopyByValue.UnPack(buff, 0, out val)) { throw new Exception("unpack fail for UnityEngine.Vector3"); } } else if (type ==LuaTypes.LUA_TTABLE) { CopyByValue.UnPack(this, L, index, out val); } else { val = (UnityEngine.Vector3)objectCasters.GetCaster(typeof(UnityEngine.Vector3))(L, index, null); } } public static bool UnPack(IntPtr buff, int offset, out UnityEngine.Vector3 field) { field = default(UnityEngine.Vector3); float x = default(float); float y = default(float); float z = default(float); if(!LuaAPI.xlua_unpack_float3(buff, offset, out x, out y, out z)) { return false; } field.x = x; field.y = y; field.z = z; return true; }当然,如果你传的不是Vector3类型的usreData就更简单了,例如{x = 1, y = 2, z = 3},直接调用lua_rawget就可以取到了。
public static void UnPack(ObjectTranslator translator, RealStatePtr L, int idx, out UnityEngine.Vector3 val) { val = new UnityEngine.Vector3(); int top = LuaAPI.lua_gettop(L); if (Utils.LoadField(L, idx, "x")) { translator.Get(L, top + 1, out val.x); } LuaAPI.lua_pop(L, 1); if (Utils.LoadField(L, idx, "y")) { translator.Get(L, top + 1, out val.y); } LuaAPI.lua_pop(L, 1); if (Utils.LoadField(L, idx, "z")) { translator.Get(L, top + 1, out val.z); } LuaAPI.lua_pop(L, 1); } public static bool LoadField(RealStatePtr L, int idx, string field_name) { idx = idx > 0 ? idx : LuaAPI.lua_gettop(L) + idx + 1;// abs of index LuaAPI.xlua_pushasciistring(L, field_name); LuaAPI.lua_rawget(L, idx); return !LuaAPI.lua_isnil(L, -1); }xlua.c的解包方法:
LUALIB_API int xlua_unpack_float3(void *p, int offset, float *f1, float *f2, float *f3) { CSharpStruct *css = (CSharpStruct *)p; if (css->fake_id != -1 || css->len < offset + sizeof(float) * 3) { return 0; } else { float *pos = (float *)(&(css->data[0]) + offset); *f1 = pos[0]; *f2 = pos[1]; *f3 = pos[2]; return 1; } }3.Vector.x:取x值
流程其实跟transform.position差不多,先把自身的ud转成Vector3,再把Vector3.x压栈返回给lua。 static int _g_get_x(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.Vector3 gen_to_be_invoked; translator.Get(L, 1, out gen_to_be_invoked); LuaAPI.lua_pushnumber(L, gen_to_be_invoked.x); } catch(System.Exception gen_e) { return LuaAPI.luaL_error(L, "c# exception:" + gen_e); } return 1; }4.调用总结: lua跟c#的Vector3并没有直接的调用,而是通过中间层ud(CSharpStruct)进行中转。 这里面的PushUnityEngineVector3、Get方法都是在wrap生成时动态生成的。 每个GCOptimize标记的方法都会生成对应的Push、Get、Pack、UnPack方法,这些方法会调用到xlua.c里对应的c方法对结构体进行解包、封包。 二、xlua为什么要这么做? Vector3Wrap的__CreateInstance方法使用的是translator.PushUnityEngineVector3对Vector对象压栈。那为什么不用正常的translator.Push压栈呢?
static int __CreateInstance(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); if(LuaAPI.lua_gettop(L) == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)) { float _x = (float)LuaAPI.lua_tonumber(L, 2); float _y = (float)LuaAPI.lua_tonumber(L, 3); float _z = (float)LuaAPI.lua_tonumber(L, 4); UnityEngine.Vector3 gen_ret = new UnityEngine.Vector3(_x, _y, _z); translator.PushUnityEngineVector3(L, gen_ret); return 1; } } catch(System.Exception gen_e) { return LuaAPI.luaL_error(L, "c# exception:" + gen_e); } }translator.Push里会调用addObject把对象实例跟对象下标做一个绑定,这个唯一的下标用于在lua中获取到c#的对象实例。Struct是值类型,值类型和引用类型(object)的转换会涉及装箱、拆箱操作。
int addObject(object obj, bool is_valuetype, bool is_enum) { int index = objects.Add(obj); if (is_enum) { enumMap[obj] = index; } else if (!is_valuetype) { reverseMap[obj] = index; } return index; }对装箱、拆箱不了解的可以参考文章:https://www.cnblogs.com/yukaizhao/archive/2011/10/18/csharp_box_unbox_1.html 所以xlua其实是对Vector3等值类型的结构体做了一个优化,避免了装箱和拆箱优化。 但是,虽然xlua对结构体做了优化,但还是会有很多开销,例如:在c#需要push x\y\z参数,在lua需要创建表保存x\y\z值,需要查询元表等。 那么如何优化呢?直接在函数中传递三个float,要比传递Vector3要更快。 例如void SetPos(GameObject obj, Vector3pos)改为void SetPos(GameObject obj, float x, floaty, float z)。 对于c#的Struct还是少用,尽量封装静态方法调用,性能会更好。
标签:UnityEngine,vector3,c#,float,Xlua,LuaAPI,lua,Vector3,gen 来源: https://www.cnblogs.com/wang-jin-fu/p/13508789.html