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
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@@ -97,6 +97,10 @@ namespace Engine::ECS {
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// 按稳定 UUID 查实体(序列化/跨引用场景);找不到返回 entt::null
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Entity FindEntityByUUID(UUID uuid);
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// 全量重建 UUID → Entity 索引(序列化加载完调一次;运行期勿调,
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// CreateEntity / FlushDestroyQueue 已增量维护)
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void RebuildUuidIndex();
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Registry& GetRegistry() { return m_Registry; }
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const Registry& GetRegistry() const { return m_Registry; } // 序列化等只读遍历
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@@ -137,6 +141,12 @@ namespace Engine::ECS {
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Registry m_Registry;
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std::vector<Entity> m_PendingDestroy;
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Settings m_Settings;
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// UUID → Entity 索引(O(1) FindEntityByUUID;SyncConstraints 每帧调用)
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// CreateEntity / FlushDestroyQueue 增量维护;序列化加载后由
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// RebuildUuidIndex() 全量重建一次(SceneSerializer 直接改 IdComponent.uuid
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// 绕过 CreateEntity,仅靠增量会不同步)
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std::unordered_map<UUID, Entity> m_UUIDToEntity;
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};
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} // namespace Engine::ECS
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@@ -39,6 +39,7 @@
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#include <glm/gtc/quaternion.hpp>
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#include <mutex>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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namespace Engine {
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@@ -126,7 +127,7 @@ namespace Engine {
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ECS::TransformComponent& tr);
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// 约束对账:owner 孤儿清理 / body 重建传染失效 / 建缺失与变更重建
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// invalidated = 本帧 SyncScene 中被销毁或重建 body 的实体位模式
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void SyncConstraints(const std::vector<u32>& invalidated);
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void SyncConstraints(const std::unordered_set<u32>& invalidated);
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void CreateConstraint(u32 ownerBits, u32 targetBits,
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const ECS::JointComponent& jc);
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void RemoveConstraint(u32 ownerBits);
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@@ -17,21 +17,30 @@ namespace Engine::ECS {
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{
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Entity e = m_Registry.create();
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// 出生即有:UUID(稳定身份)+ Transform(空间存在性,Unity 语义)
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m_Registry.emplace<IdComponent>(e, IdComponent{UUID::New()});
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const auto& id = m_Registry.emplace<IdComponent>(e, IdComponent{UUID::New()});
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m_Registry.emplace<TransformComponent>(e);
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m_Registry.emplace<NameComponent>(e, NameComponent{std::move(name)});
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m_UUIDToEntity.emplace(id.uuid, e);
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return EntityHandle{this, e};
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}
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Entity Scene::FindEntityByUUID(UUID uuid)
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{
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if (!uuid.Valid()) return entt::null;
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const auto it = m_UUIDToEntity.find(uuid);
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// 防御:实体可能已销毁(map 仍残留过时项),二次校验 valid
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if (it == m_UUIDToEntity.end() || !m_Registry.valid(it->second)) {
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return entt::null;
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}
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return it->second;
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}
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Entity found = entt::null;
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m_Registry.view<IdComponent>().each([&](Entity e, IdComponent& id) {
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if (found == entt::null && id.uuid == uuid) found = e;
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void Scene::RebuildUuidIndex() {
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m_UUIDToEntity.clear();
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m_Registry.view<IdComponent>().each(
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[&](Entity e, const IdComponent& id) {
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m_UUIDToEntity.emplace(id.uuid, e);
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});
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return found;
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}
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void Scene::DestroyEntity(Entity e)
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@@ -70,6 +79,12 @@ namespace Engine::ECS {
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std::remove(siblings.begin(), siblings.end(), e),
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siblings.end());
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}
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// 销毁前先从 UUID 索引摘掉(销毁后实体不可访问)
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if (const auto* id = m_Registry.try_get<IdComponent>(e)) {
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m_UUIDToEntity.erase(id->uuid);
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}
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m_Registry.destroy(e); // entt 自动回收槽位并递增版本号
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}
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m_PendingDestroy.clear();
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@@ -81,6 +96,7 @@ namespace Engine::ECS {
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//(registry.clear() 后队列里的句柄全部失效,直接丢弃即可)
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m_PendingDestroy.clear();
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m_Registry.clear();
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m_UUIDToEntity.clear();
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}
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EntityHandle Scene::GetEntityHandle(Entity e)
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@@ -343,7 +343,7 @@ namespace Engine {
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void PhysicsWorld::SyncScene() {
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auto ® = m_Scene.GetRegistry();
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auto &bi = m_System->GetBodyInterface();
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std::vector<u32> invalidated; // 本帧销毁/重建 body → 约束失效传染
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std::unordered_set<u32> invalidated; // 本帧销毁/重建 body → 约束失效传染
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// 1. 孤儿清理:实体销毁 / 组件被移除 → 移除 body
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for (auto it = m_Bodies.begin(); it != m_Bodies.end();) {
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@@ -353,7 +353,7 @@ namespace Engine {
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bi.RemoveBody(it->second.id);
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bi.DestroyBody(it->second.id);
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m_BodyToEntity.erase(it->second.id.GetIndexAndSequenceNumber());
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invalidated.push_back(it->first);
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invalidated.insert(it->first);
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it = m_Bodies.erase(it);
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} else {
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++it;
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@@ -373,7 +373,7 @@ namespace Engine {
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bi.DestroyBody(found->second.id);
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m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
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m_Bodies.erase(found);
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invalidated.push_back(bits);
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invalidated.insert(bits);
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}
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rb.bodyValid = false;
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continue;
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@@ -385,7 +385,7 @@ namespace Engine {
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bi.DestroyBody(found->second.id);
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m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
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m_Bodies.erase(found);
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invalidated.push_back(bits);
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invalidated.insert(bits);
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}
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CreateBody(bits, rb, tr);
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continue;
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@@ -407,7 +407,7 @@ namespace Engine {
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bi.DestroyBody(rec.id);
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m_BodyToEntity.erase(found->second.id.GetIndexAndSequenceNumber());
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m_Bodies.erase(found);
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invalidated.push_back(bits);
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invalidated.insert(bits);
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rb.bodyValid = false;
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CreateBody(bits, rb, tr);
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continue;
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@@ -456,11 +456,10 @@ namespace Engine {
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// ---- 约束对账 ----
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void PhysicsWorld::SyncConstraints(const std::vector<u32> &invalidated) {
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void PhysicsWorld::SyncConstraints(const std::unordered_set<u32> &invalidated) {
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auto ® = m_Scene.GetRegistry();
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const auto tainted = [&invalidated](u32 bits) {
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return std::find(invalidated.begin(), invalidated.end(), bits)
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!= invalidated.end();
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const auto tainted = [&invalidated](const u32 bits) {
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return invalidated.count(bits);
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};
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// 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
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@@ -901,6 +900,7 @@ namespace Engine {
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rb.bodyValid = true;
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}
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void PhysicsWorld::RemoveBody(const u32 entityBits) {
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const auto found = m_Bodies.find(entityBits);
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if (found == m_Bodies.end()) return;
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@@ -767,6 +767,10 @@ namespace Engine::Serialization {
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// 显式补算,否则首帧 World = 单位阵
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scene.UpdateTransforms();
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// 序列化加载绕过了 CreateEntity 的 UUID 增量维护(565 行直接覆盖
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// IdComponent.uuid),全量重建一次索引,否则 FindEntityByUUID 会全失效
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scene.RebuildUuidIndex();
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ENGINE_INFO("SceneSerializer: loaded {} entities from '{}'",
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parsed.size(), sourceName);
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return true;
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