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SpherePointer query optimization #10324
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Merged
RogPodge
merged 7 commits into
microsoft:prerelease/2.8.0
from
jonathoncobb:jonathoncobb/query-caching
May 16, 2022
Merged
SpherePointer query optimization #10324
RogPodge
merged 7 commits into
microsoft:prerelease/2.8.0
from
jonathoncobb:jonathoncobb/query-caching
May 16, 2022
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keveleigh
previously requested changes
Nov 17, 2021
Assets/MRTK/SDK/Features/Utilities/UnitTests/LRUCacheUnitTests.cs
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The SpherePointer performs multiple queries per frame at times and with every collider returned it performs a costly GetComponent call on the collider to retrieve the NearInteractionGrabbable component. This PR optimizes that logic by adding a LRU cache to the SpherePointer to cache the retrieved NearInteractionGrabbable component. The cache holds a user defined number of entries, and the cache is purged when the SpherePointer is destroyed. Editor mode unit tests are implemented for the new utilities class LRUCache.
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…RealityToolkit-Unity into jonathoncobb/query-caching
RogPodge
approved these changes
May 13, 2022
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keveleigh
suggested changes
May 16, 2022
Assets/MRTK/Tests/PlayModeTests/Core/Utilities/LRUCacheUnitTests.cs
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Co-authored-by: Kurtis <kurtie@microsoft.com>
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keveleigh
approved these changes
May 16, 2022
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Overview
The SpherePointer performs multiple queries per frame at times and with every collider returned it performs a costly GetComponent call on the collider to retrieve the NearInteractionGrabbable component.
Changes
This PR optimizes that logic by adding a LRU cache to the SpherePointer to cache the retrieved NearInteractionGrabbable component. The cache holds a user defined number of entries, and the cache is purged when the SpherePointer is destroyed.
Editor mode unit tests are implemented for the new utilities class LRUCache.