突破性能瓶颈:ECS Samples粒子特效触发系统全解析
核心痛点与解决方案
你是否还在为传统游戏引擎中粒子效果与物理碰撞的同步延迟而困扰?Entity Component System (ECS)架构通过数据导向设计彻底解决了这一问题。本文将以PhysicsSamples中的射线检测系统为基础,详解如何构建百万级粒子效果的实时触发机制,内容涵盖碰撞查询、自定义收集器、VFX参数绑定等关键技术点。
碰撞检测基础架构
射线查询系统设计
PhysicsSamples中的射线检测系统采用ECS架构实现高效碰撞检测。核心代码位于[RaycastWithCustomCollectorSystem.cs](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/RaycastWithCustomCollectorSystem.cs?utm_source=gitcode_repo_files),通过SystemBase继承实现并行处理:
protected override void OnUpdate()
{
var raycastData = GetComponentDataFromEntity<RaycastData>(true);
Entities
.WithReadOnly(raycastData)
.ForEach((in VisualizedRaycast visualizedRaycast) =>
{
// 射线检测逻辑
}).ScheduleParallel();
}
该系统配合[Query - Cast.unity](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/Query - Cast.unity?utm_source=gitcode_repo_files)场景,实现了物理射线与粒子发射器的绑定。射线检测效果如图所示:
自定义碰撞收集器
为实现粒子触发的精确控制,项目提供了[RaycastWithCustomCollector.cs](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/RaycastWithCustomCollector.cs?utm_source=gitcode_repo_files)自定义收集器,支持按距离排序碰撞结果:
public struct RaycastWithCustomCollector : ICollector<RaycastHit>
{
public bool EarlyOutOnFirstHit => false;
public float MaxFraction { get; set; } = 1;
public NativeList<RaycastHit> Hits;
public bool AddHit(RaycastHit hit)
{
Hits.Add(hit);
return true;
}
}
此收集器在[Query - Custom Collector.unity](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/Query - Custom Collector.unity?utm_source=gitcode_repo_files)场景中演示了多目标碰撞检测,效果如下:
VFX粒子系统集成
渲染状态切换机制
在RenderSwap示例中,通过材质切换实现粒子激活状态控制。核心代码SpinnerSystem.cs展示了ECS如何高效更新渲染组件:
Entities
.WithAll<Spinner>()
.ForEach((ref Rotation rotation, in Spinner spinner) =>
{
rotation.Value = math.mul(
math.normalize(rotation.Value),
quaternion.AxisAngle(math.up(), spinner.Speed * Time.DeltaTime)
);
}).ScheduleParallel();
配合材质切换效果如图所示:
粒子发射触发逻辑
粒子效果触发的核心在于物理事件与VFX系统的绑定。在[PhysicsSamples/Assets/7. Queries](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries?utm_source=gitcode_repo_files)场景中,通过以下流程实现:
- 碰撞检测:[QueryTesterSystem.cs](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/QueryTesterSystem.cs?utm_source=gitcode_repo_files)持续检测物理碰撞
- 事件分发:碰撞结果通过
EntityCommandBuffer发送事件 - 粒子激活:[VisualizedRaycastAuthoring.cs](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries/VisualizedRaycastAuthoring.cs?utm_source=gitcode_repo_files)接收事件并激活粒子系统
高级应用场景
行星重力场效果
在[11. Planet Gravity](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/11. Planet Gravity?utm_source=gitcode_repo_files)示例中,展示了如何将粒子系统与自定义重力场结合,实现环绕行星的粒子效果:
核心实现位于场景的GravitySystem中,通过修改PhysicsWorld的重力参数实现全局效果变更。
实时碰撞响应
[Modify - Contact Jacobians](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/9. Modify/Modify - Contact Jacobians.unity?utm_source=gitcode_repo_files)场景演示了如何在运行时修改碰撞参数,实现粒子碰撞后的物理响应:
相关代码可在[PhysicsSamples/Assets/9. Modify/Scripts](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/9. Modify/Scripts?utm_source=gitcode_repo_files)目录中查看。
项目资源与学习路径
- 基础教程:PhysicsSamples README
- 核心API文档:Entities Docs
- 示例场景:
- 射线检测:[PhysicsSamples/Assets/7. Queries](https://gitcode.com/GitHub_Trending/en/EntityComponentSystemSamples/blob/943b90b6df707a20e40d6b283cb9442c863c390e/PhysicsSamples/Assets/7. Queries?utm_source=gitcode_repo_files)
- 渲染切换:EntitiesSamples/Assets/Graphical/RenderSwap
- 粒子系统源码:PhysicsSamples/Assets/Common
通过这些资源,开发者可以快速掌握ECS架构下的粒子效果开发,实现高性能的视觉特效系统。





