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
+10
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@@ -97,6 +97,10 @@ namespace Engine::ECS {
// 按稳定 UUID 查实体(序列化/跨引用场景);找不到返回 entt::null // 按稳定 UUID 查实体(序列化/跨引用场景);找不到返回 entt::null
Entity FindEntityByUUID(UUID uuid); Entity FindEntityByUUID(UUID uuid);
// 全量重建 UUID → Entity 索引(序列化加载完调一次;运行期勿调,
// CreateEntity / FlushDestroyQueue 已增量维护)
void RebuildUuidIndex();
Registry& GetRegistry() { return m_Registry; } Registry& GetRegistry() { return m_Registry; }
const Registry& GetRegistry() const { return m_Registry; } // 序列化等只读遍历 const Registry& GetRegistry() const { return m_Registry; } // 序列化等只读遍历
@@ -137,6 +141,12 @@ namespace Engine::ECS {
Registry m_Registry; Registry m_Registry;
std::vector<Entity> m_PendingDestroy; std::vector<Entity> m_PendingDestroy;
Settings m_Settings; Settings m_Settings;
// UUID → Entity 索引(O(1) FindEntityByUUID;SyncConstraints 每帧调用)
// CreateEntity / FlushDestroyQueue 增量维护;序列化加载后由
// RebuildUuidIndex() 全量重建一次(SceneSerializer 直接改 IdComponent.uuid
// 绕过 CreateEntity,仅靠增量会不同步)
std::unordered_map<UUID, Entity> m_UUIDToEntity;
}; };
} // namespace Engine::ECS } // namespace Engine::ECS
+2 -1
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@@ -39,6 +39,7 @@
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <mutex> #include <mutex>
#include <unordered_map> #include <unordered_map>
#include <unordered_set>
#include <vector> #include <vector>
namespace Engine { namespace Engine {
@@ -126,7 +127,7 @@ namespace Engine {
ECS::TransformComponent& tr); ECS::TransformComponent& tr);
// 约束对账:owner 孤儿清理 / body 重建传染失效 / 建缺失与变更重建 // 约束对账:owner 孤儿清理 / body 重建传染失效 / 建缺失与变更重建
// invalidated = 本帧 SyncScene 中被销毁或重建 body 的实体位模式 // invalidated = 本帧 SyncScene 中被销毁或重建 body 的实体位模式
void SyncConstraints(const std::vector<u32>& invalidated); void SyncConstraints(const std::unordered_set<u32>& invalidated);
void CreateConstraint(u32 ownerBits, u32 targetBits, void CreateConstraint(u32 ownerBits, u32 targetBits,
const ECS::JointComponent& jc); const ECS::JointComponent& jc);
void RemoveConstraint(u32 ownerBits); void RemoveConstraint(u32 ownerBits);
+22 -6
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@@ -17,21 +17,30 @@ namespace Engine::ECS {
{ {
Entity e = m_Registry.create(); Entity e = m_Registry.create();
// 出生即有:UUID(稳定身份)+ Transform(空间存在性,Unity 语义) // 出生即有:UUID(稳定身份)+ Transform(空间存在性,Unity 语义)
m_Registry.emplace<IdComponent>(e, IdComponent{UUID::New()}); const auto& id = m_Registry.emplace<IdComponent>(e, IdComponent{UUID::New()});
m_Registry.emplace<TransformComponent>(e); m_Registry.emplace<TransformComponent>(e);
m_Registry.emplace<NameComponent>(e, NameComponent{std::move(name)}); m_Registry.emplace<NameComponent>(e, NameComponent{std::move(name)});
m_UUIDToEntity.emplace(id.uuid, e);
return EntityHandle{this, e}; return EntityHandle{this, e};
} }
Entity Scene::FindEntityByUUID(UUID uuid) Entity Scene::FindEntityByUUID(UUID uuid)
{ {
if (!uuid.Valid()) return entt::null; if (!uuid.Valid()) return entt::null;
const auto it = m_UUIDToEntity.find(uuid);
// 防御:实体可能已销毁(map 仍残留过时项),二次校验 valid
if (it == m_UUIDToEntity.end() || !m_Registry.valid(it->second)) {
return entt::null;
}
return it->second;
}
Entity found = entt::null; void Scene::RebuildUuidIndex() {
m_Registry.view<IdComponent>().each([&](Entity e, IdComponent& id) { m_UUIDToEntity.clear();
if (found == entt::null && id.uuid == uuid) found = e; m_Registry.view<IdComponent>().each(
}); [&](Entity e, const IdComponent& id) {
return found; m_UUIDToEntity.emplace(id.uuid, e);
});
} }
void Scene::DestroyEntity(Entity e) void Scene::DestroyEntity(Entity e)
@@ -70,6 +79,12 @@ namespace Engine::ECS {
std::remove(siblings.begin(), siblings.end(), e), std::remove(siblings.begin(), siblings.end(), e),
siblings.end()); siblings.end());
} }
// 销毁前先从 UUID 索引摘掉(销毁后实体不可访问)
if (const auto* id = m_Registry.try_get<IdComponent>(e)) {
m_UUIDToEntity.erase(id->uuid);
}
m_Registry.destroy(e); // entt 自动回收槽位并递增版本号 m_Registry.destroy(e); // entt 自动回收槽位并递增版本号
} }
m_PendingDestroy.clear(); m_PendingDestroy.clear();
@@ -81,6 +96,7 @@ namespace Engine::ECS {
//(registry.clear() 后队列里的句柄全部失效,直接丢弃即可) //(registry.clear() 后队列里的句柄全部失效,直接丢弃即可)
m_PendingDestroy.clear(); m_PendingDestroy.clear();
m_Registry.clear(); m_Registry.clear();
m_UUIDToEntity.clear();
} }
EntityHandle Scene::GetEntityHandle(Entity e) EntityHandle Scene::GetEntityHandle(Entity e)
+9 -9
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@@ -343,7 +343,7 @@ namespace Engine {
void PhysicsWorld::SyncScene() { void PhysicsWorld::SyncScene() {
auto &reg = m_Scene.GetRegistry(); auto &reg = m_Scene.GetRegistry();
auto &bi = m_System->GetBodyInterface(); 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 // 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();) { for (auto it = m_Bodies.begin(); it != m_Bodies.end();) {
@@ -353,7 +353,7 @@ namespace Engine {
bi.RemoveBody(it->second.id); bi.RemoveBody(it->second.id);
bi.DestroyBody(it->second.id); bi.DestroyBody(it->second.id);
m_BodyToEntity.erase(it->second.id.GetIndexAndSequenceNumber()); m_BodyToEntity.erase(it->second.id.GetIndexAndSequenceNumber());
invalidated.push_back(it->first); invalidated.insert(it->first);
it = m_Bodies.erase(it); it = m_Bodies.erase(it);
} else { } else {
++it; ++it;
@@ -373,7 +373,7 @@ namespace Engine {
bi.DestroyBody(found->second.id); bi.DestroyBody(found->second.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber()); m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found); m_Bodies.erase(found);
invalidated.push_back(bits); invalidated.insert(bits);
} }
rb.bodyValid = false; rb.bodyValid = false;
continue; continue;
@@ -385,7 +385,7 @@ namespace Engine {
bi.DestroyBody(found->second.id); bi.DestroyBody(found->second.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber()); m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found); m_Bodies.erase(found);
invalidated.push_back(bits); invalidated.insert(bits);
} }
CreateBody(bits, rb, tr); CreateBody(bits, rb, tr);
continue; continue;
@@ -407,7 +407,7 @@ namespace Engine {
bi.DestroyBody(rec.id); bi.DestroyBody(rec.id);
m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber()); m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
m_Bodies.erase(found); m_Bodies.erase(found);
invalidated.push_back(bits); invalidated.insert(bits);
rb.bodyValid = false; rb.bodyValid = false;
CreateBody(bits, rb, tr); CreateBody(bits, rb, tr);
continue; continue;
@@ -456,11 +456,10 @@ namespace Engine {
// ---- 约束对账 ---- // ---- 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(); auto &reg = m_Scene.GetRegistry();
const auto tainted = [&invalidated](u32 bits) { const auto tainted = [&invalidated](const u32 bits) {
return std::find(invalidated.begin(), invalidated.end(), bits) return invalidated.count(bits);
!= invalidated.end();
}; };
// 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 // 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; rb.bodyValid = true;
} }
void PhysicsWorld::RemoveBody(const u32 entityBits) { void PhysicsWorld::RemoveBody(const u32 entityBits) {
const auto found = m_Bodies.find(entityBits); const auto found = m_Bodies.find(entityBits);
if (found == m_Bodies.end()) return; if (found == m_Bodies.end()) return;
@@ -767,6 +767,10 @@ namespace Engine::Serialization {
// 显式补算,否则首帧 World = 单位阵 // 显式补算,否则首帧 World = 单位阵
scene.UpdateTransforms(); scene.UpdateTransforms();
// 序列化加载绕过了 CreateEntity 的 UUID 增量维护(565 行直接覆盖
// IdComponent.uuid),全量重建一次索引,否则 FindEntityByUUID 会全失效
scene.RebuildUuidIndex();
ENGINE_INFO("SceneSerializer: loaded {} entities from '{}'", ENGINE_INFO("SceneSerializer: loaded {} entities from '{}'",
parsed.size(), sourceName); parsed.size(), sourceName);
return true; return true;