advance

Aspect

RotationSystem.cs

  • Aspect 是一些 Component 的组合

  • 算是一个语法糖

  • 当 Query Asect 的时候相当于同时 Query 这些 Component

  • 起到一个封装的作用, 基本没什么用

structure-change

ReparentingSystem.cs

ecs 结构改变需要非常的谨慎

  • 在遍历过程中禁止结构改变

  • 在多线程并发时禁止结构改变

所以, 在很多并发或遍历 API 里不支持结构改变,

  • 结构改变的实现最基础的方式是用 EntityManager 写在主线程里

  • 更好点的方式是用 ecb 在多线程里记录操作, 在 playback 统一处理结构体改变

  • 再好一点是所有 system 的操作都用同步点 system 的 ecb 处理

Hybird

GameObjectSync

  • 混合使用 ECS 和 GameOjbect

  • 通常是将 ECS 的数据同步给 GameObject 并渲染

ecs 控制 GameObject 方式

Init System 创建 ManagedComponentData 持有 GameObject

public class RotatorGO : IComponentData  
{  
    public GameObject Value;  
  
    public RotatorGO(GameObject value)  
    {        Value = value;  
    }  
    // Every IComponentData class must have a no-arg constructor.  
    public RotatorGO()  
    {    }}

Simulate System Query ManaedComponentData 并更新

foreach (var (transform, speed, go) in  
         SystemAPI.Query<RefRW<LocalTransform>, RefRO<RotationSpeed>, RotatorGO>())  
{  
    transform.ValueRW = transform.ValueRO.RotateY(  
        speed.ValueRO.RadiansPerSecond * deltaTime);  
  
    // Update the associated GameObject's transform to match.  
    go.Value.transform.rotation = transform.ValueRO.Rotation;  
}

JobQuery

CollisionSystem.cs

JobQuery 中有一些特别的用法

// On System
EntityTypeHandle = SystemAPI.GetEntityTypeHandle()
OtherChunks = boxQuery.ToArchetypeChunkArray(state.WorldUpdateAllocator)
LocalTransformTypeHandle = SystemAPI.GetComponentTypeHandle<LocalTransform>(true),

// On JobChunk
var entities = chunk.GetNativeArray(EntityTypeHandle);
var transforms = chunk.GetNativeArray(ref LocalTransformTypeHandle);

JobEntity

MoveProjectilesSystem.cs

[BurstCompile]  
public partial struct MoveJob : IJobEntity  
{  
    public float TimeSinceLoad;  
    public float ProjectileSpeed;  
    public EntityCommandBuffer.ParallelWriter ECBWriter;  
  
    void Execute(Entity projectileEntity, [ChunkIndexInQuery] int chunkIndex, ref LocalTransform transform,  
        in Projectile projectile)  
    {        float aliveTime = TimeSinceLoad - projectile.SpawnTime;  
        if (aliveTime > 5.0f)  
        {            ECBWriter.DestroyEntity(chunkIndex, projectileEntity);  
        }        transform.Position.x = projectile.SpawnPos.x + aliveTime * ProjectileSpeed;  
    }}

MovementSystem.cs

[WithAll(typeof(Cube))]  
[BurstCompile]  
public partial struct FallingCubeJob : IJobEntity  
{  
    public float3 Movement;  
    public EntityCommandBuffer.ParallelWriter ECB;  
  
    void Execute([ChunkIndexInQuery] int chunkIndex, Entity entity, ref LocalTransform cubeTransform)  
    {        cubeTransform.Position += Movement;  
        if (cubeTransform.Position.y < 0)  
        {            ECB.DestroyEntity(chunkIndex, entity);  
        }    }}

LocalToWorld2DSystem.cs

在 Job 里通过指针读写数据, 而不是 NativeArray

LocalToWorld* chunkLocalToWorlds =  
    (LocalToWorld*)chunk.GetRequiredComponentDataPtrRW(ref LocalToWorldTypeHandleRW);  
PostTransformMatrix* chunkPostTransformMatrices =  
    (PostTransformMatrix*)chunk.GetComponentDataPtrRO(ref PostTransformMatrixTypeHandleRO);

ComputeChildLocalToWorldJob 基本用到了所有常用的 Job 使用方式

ComponentLookup 通过多线程读取和写入

[NativeDisableContainerSafetyRestriction]  
public ComponentLookup<LocalToWorld> LocalToWorldLookup;

特指 chunk 中符合筛选标准的 entity

[ReadOnly] public EntityQueryMask LocalToWorldWriteGroupMask;
  • System 写入 Chunk 时会将全局最新的 Version 写入 Chunk

  • 在 System 更新自己 Version 到全局最新 Version 前, 检查如果 Chunk 的 Version 比自己大, 说明 Chunk 有最新数据而自己没有处理过

LastSystemVersion = state.LastSystemVersion,

chunk.DidChange(ref LocalTransform2DTypeHandleRO, LastSystemVersion)

ComponentData 两种获取方式

TypeHandle 方式效率比 Lookup 高

LocalToWorldTypeHandleRW = SystemAPI.GetComponentTypeHandle<LocalToWorld>(),

public ComponentTypeHandle<LocalToWorld> LocalToWorldTypeHandleRW;

chunk.DidChange(ref LocalToWorldTypeHandleRW, LastSystemVersion);

LocalToWorld* chunkLocalToWorlds =  
(LocalToWorld*)chunk.GetRequiredComponentDataPtrRO(ref LocalToWorldTypeHandleRW);
LocalTransform2DLookup = SystemAPI.GetComponentLookup<LocalTransform2D>(true),

[ReadOnly] public ComponentLookup<LocalTransform2D> LocalTransform2DLookup;

var localTransform2D = LocalTransform2DLookup[childEntity];

Buffer 两种获取方式

ChildTypeHandle = SystemAPI.GetBufferTypeHandle<Child>(true),  


[ReadOnly] public BufferTypeHandle<Child> ChildTypeHandle;  

BufferAccessor<Child> chunkChildBuffers = chunk.GetBufferAccessor(ref ChildTypeHandle);
DynamicBuffer<Child> children = chunkChildBuffers[i];
ChildLookup = SystemAPI.GetBufferLookup<Child>(true),

[ReadOnly] public BufferLookup<Child> ChildLookup;

ChildLookup.TryGetBuffer(childEntity, out DynamicBuffer<Child> children)

三种 Entity 状态改变方案

  • 值改变

  • Set Enable

  • 结构改变

搜索距离最近的 Entity

  • 遍历

  • 基于轴的排序和二分搜索

  • KD 树

同时使用了优先队列数据结构

NativePriorityHeap.cs

最后更新于