修改场景实体查询为unordered_set存储,提升查询效率, 修改Physics的SyncScene也为unordered_set

This commit is contained in:
2026-10-04 19:12:53 +08:00
parent b78d9fb4c9
commit c1854453e5
5 changed files with 47 additions and 16 deletions
+9 -9
View File
@@ -343,7 +343,7 @@ namespace Engine {
void PhysicsWorld::SyncScene() {
auto &reg = m_Scene.GetRegistry();
auto &bi = m_System->GetBodyInterface();
std::vector<u32> invalidated; // 本帧销毁/重建 body → 约束失效传染
std::unordered_set<u32> invalidated; // 本帧销毁/重建 body → 约束失效传染
// 1. 孤儿清理:实体销毁 / 组件被移除 → 移除 body
for (auto it = m_Bodies.begin(); it != m_Bodies.end();) {
@@ -353,7 +353,7 @@ namespace Engine {
bi.RemoveBody(it->second.id);
bi.DestroyBody(it->second.id);
m_BodyToEntity.erase(it->second.id.GetIndexAndSequenceNumber());
invalidated.push_back(it->first);
invalidated.insert(it->first);
it = m_Bodies.erase(it);
} else {
++it;
@@ -373,7 +373,7 @@ namespace Engine {
bi.DestroyBody(found->second.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found);
invalidated.push_back(bits);
invalidated.insert(bits);
}
rb.bodyValid = false;
continue;
@@ -385,7 +385,7 @@ namespace Engine {
bi.DestroyBody(found->second.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found);
invalidated.push_back(bits);
invalidated.insert(bits);
}
CreateBody(bits, rb, tr);
continue;
@@ -407,7 +407,7 @@ namespace Engine {
bi.DestroyBody(rec.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found);
invalidated.push_back(bits);
invalidated.insert(bits);
rb.bodyValid = false;
CreateBody(bits, rb, tr);
continue;
@@ -456,11 +456,10 @@ namespace Engine {
// ---- 约束对账 ----
void PhysicsWorld::SyncConstraints(const std::vector<u32> &invalidated) {
void PhysicsWorld::SyncConstraints(const std::unordered_set<u32> &invalidated) {
auto &reg = m_Scene.GetRegistry();
const auto tainted = [&invalidated](u32 bits) {
return std::find(invalidated.begin(), invalidated.end(), bits)
!= invalidated.end();
const auto tainted = [&invalidated](const u32 bits) {
return invalidated.count(bits);
};
// 1. owner 实体/组件没了(或被禁用),或任一端 body 本帧被销毁/重建 → 移除
@@ -901,6 +900,7 @@ namespace Engine {
rb.bodyValid = true;
}
void PhysicsWorld::RemoveBody(const u32 entityBits) {
const auto found = m_Bodies.find(entityBits);
if (found == m_Bodies.end()) return;