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Parallel for Unity3d
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/// <summary> | |
/// Unity Parallelism Helper | |
/// </summary> | |
public static class Parallel | |
{ | |
/// <summary> | |
/// Executes a for loop in which iterations may run in parallel. | |
/// </summary> | |
/// <param name="iterations"></param> | |
/// <param name="function"></param> | |
public static void For(int iterations, Action<int> function) | |
{ | |
int iterationsPassed = 0; | |
ManualResetEvent resetEvent = new ManualResetEvent(false); | |
for (int i = 0; i < iterations; i++) | |
{ | |
ThreadPool.QueueUserWorkItem((state) => | |
{ | |
int currentIteration = (int)state; | |
try | |
{ | |
function(currentIteration); | |
} | |
catch (Exception e) | |
{ | |
Debug.LogException(e); | |
} | |
if (Interlocked.Increment(ref iterationsPassed) == iterations) | |
resetEvent.Set(); | |
}, i); | |
} | |
resetEvent.WaitOne(); | |
} | |
/// <summary> | |
/// Executes a foreach loop in which iterations may run in parallel. | |
/// </summary> | |
/// <typeparam name="T"></typeparam> | |
/// <param name="collection"></param> | |
/// <param name="function"></param> | |
public static void ForEach<T>(IEnumerable<T> collection, Action<T> function) | |
{ | |
int iterations = 0; | |
int iterationsPassed = 0; | |
ManualResetEvent resetEvent = new ManualResetEvent(false); | |
foreach(var item in collection) | |
{ | |
Interlocked.Increment(ref iterations); | |
ThreadPool.QueueUserWorkItem((state) => | |
{ | |
T subject = (T)state; | |
try | |
{ | |
function(subject); | |
} | |
catch (Exception e) | |
{ | |
Debug.LogException(e); | |
} | |
if (Interlocked.Increment(ref iterationsPassed) == iterations) | |
resetEvent.Set(); | |
}, item); | |
} | |
resetEvent.WaitOne(); | |
} | |
} | |
/// <summary> | |
/// Internal Debug Wrapper | |
/// use this instead of UnityEngine.Debug | |
/// </summary> | |
static class Debug | |
{ | |
public static void Log(object message) | |
{ | |
#if TEST | |
System.Diagnostics.Debug.WriteLine(message); | |
#else | |
UnityEngine.Debug.Log(message); | |
#endif | |
} | |
public static void LogException(Exception e) | |
{ | |
#if TEST | |
System.Diagnostics.Debug.WriteLine(e.Message); | |
#else | |
UnityEngine.Debug.LogException(e); | |
#endif | |
} |
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Would you mind providing an example how you'd use your Parallel implementation in case you want to replace you sequential-for which could be for example:
for (int i = 0; i < gameObjects.Length; i++)
{
gameObjects[i].transform.localPosition += Physics.referenceFrameVelocity * Time.deltaTime;
}
Thanks a lot!