Files
esengine/docs/bitmask-guide.md
2025-06-10 13:12:14 +08:00

431 lines
13 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 位掩码使用指南
本文档详细解释ECS框架中位掩码的概念、原理和使用方法。
## 目录
1. [什么是位掩码](#什么是位掩码)
2. [位掩码的优势](#位掩码的优势)
3. [基础使用方法](#基础使用方法)
4. [高级位掩码操作](#高级位掩码操作)
5. [实际应用场景](#实际应用场景)
6. [性能优化技巧](#性能优化技巧)
## 什么是位掩码
### 基本概念
位掩码BitMask是一种使用二进制位来表示状态或属性的技术。在ECS框架中每个组件类型对应一个二进制位实体的组件组合可以用一个数字来表示。
### 简单例子
假设我们有以下组件:
- PositionComponent → 位置 0 (二进制: 001)
- VelocityComponent → 位置 1 (二进制: 010)
- HealthComponent → 位置 2 (二进制: 100)
那么一个同时拥有Position和Health组件的实体其位掩码就是
```
001 (Position) + 100 (Health) = 101 (二进制) = 5 (十进制)
```
### 可视化理解
```typescript
// 组件类型对应的位位置
PositionComponent 0 2^0 = 1 二进制: 001
VelocityComponent 1 2^1 = 2 二进制: 010
HealthComponent 2 2^2 = 4 二进制: 100
RenderComponent 3 2^3 = 8 二进制: 1000
// 实体的组件组合示例
实体A: Position + Velocity 001 + 010 = 011 () = 3 ()
实体B: Position + Health 001 + 100 = 101 () = 5 ()
实体C: Position + Velocity + Health 001 + 010 + 100 = 111 () = 7 ()
```
## 位掩码的优势
### 1. 极快的查询速度
```typescript
// 传统方式:需要遍历组件列表
function hasComponents(entity, componentTypes) {
for (const type of componentTypes) {
if (!entity.hasComponent(type)) {
return false;
}
}
return true;
}
// 位掩码方式:一次位运算即可
function hasComponentsMask(entityMask, requiredMask) {
return (entityMask & requiredMask) === requiredMask;
}
```
### 2. 内存效率
```typescript
// 一个bigint可以表示64个组件的组合状态
// 相比存储组件列表,内存使用量大大减少
const entity = scene.createEntity("Player");
entity.addComponent(new PositionComponent());
entity.addComponent(new HealthComponent());
// 获取位掩码(只是一个数字)
const mask = entity.componentMask; // bigint类型
console.log(`位掩码: ${mask}`); // 输出: 5 (二进制: 101)
```
### 3. 批量操作优化
```typescript
// 可以快速筛选大量实体
const entities = scene.getAllEntities();
const requiredMask = BigInt(0b101); // Position + Health
const filteredEntities = entities.filter(entity =>
(entity.componentMask & requiredMask) === requiredMask
);
```
## 基础使用方法
### 获取实体的位掩码
```typescript
import { Scene, Entity, Component } from '@esengine/ecs-framework';
// 创建组件
class PositionComponent extends Component {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(public maxHealth: number = 100) {
super();
}
}
// 创建实体并添加组件
const scene = new Scene();
const entity = scene.createEntity("Player");
console.log(`初始位掩码: ${entity.componentMask}`); // 0
entity.addComponent(new PositionComponent(100, 200));
console.log(`添加Position后: ${entity.componentMask}`); // 可能是 1
entity.addComponent(new HealthComponent(100));
console.log(`添加Health后: ${entity.componentMask}`); // 可能是 5
// 查看二进制表示
console.log(`二进制表示: ${entity.componentMask.toString(2)}`);
```
### 手动检查位掩码
```typescript
// 检查实体是否拥有特定组件组合
function checkEntityComponents(entity: Entity) {
const mask = entity.componentMask;
// 将位掩码转换为二进制字符串查看
const binaryString = mask.toString(2).padStart(8, '0');
console.log(`实体组件状态: ${binaryString}`);
// 分析每一位
console.log(`位0 (Position): ${(mask & 1n) !== 0n ? '有' : '无'}`);
console.log(`位1 (Velocity): ${(mask & 2n) !== 0n ? '有' : '无'}`);
console.log(`位2 (Health): ${(mask & 4n) !== 0n ? '有' : '无'}`);
console.log(`位3 (Render): ${(mask & 8n) !== 0n ? '有' : '无'}`);
}
```
## 高级位掩码操作
### 使用BitMaskOptimizer
框架提供了BitMaskOptimizer类来简化位掩码操作
```typescript
import { BitMaskOptimizer } from '@esengine/ecs-framework';
// 获取优化器实例
const optimizer = BitMaskOptimizer.getInstance();
// 注册组件类型(建议在游戏初始化时进行)
optimizer.registerComponentType('PositionComponent');
optimizer.registerComponentType('VelocityComponent');
optimizer.registerComponentType('HealthComponent');
optimizer.registerComponentType('RenderComponent');
// 创建单个组件的掩码
const positionMask = optimizer.createSingleComponentMask('PositionComponent');
console.log(`Position掩码: ${positionMask} (二进制: ${positionMask.toString(2)})`);
// 创建组合掩码
const movementMask = optimizer.createCombinedMask(['PositionComponent', 'VelocityComponent']);
console.log(`Movement掩码: ${movementMask} (二进制: ${movementMask.toString(2)})`);
// 检查实体是否匹配掩码
const entity = scene.createEntity("TestEntity");
entity.addComponent(new PositionComponent());
entity.addComponent(new VelocityComponent());
const hasMovementComponents = optimizer.maskContainsAllComponents(
entity.componentMask,
['PositionComponent', 'VelocityComponent']
);
console.log(`实体拥有移动组件: ${hasMovementComponents}`);
```
### 位掩码分析工具
```typescript
// 分析位掩码的实用函数
class MaskAnalyzer {
private optimizer = BitMaskOptimizer.getInstance();
// 分析实体的组件组合
analyzeEntity(entity: Entity): void {
const mask = entity.componentMask;
const componentNames = this.optimizer.maskToComponentNames(mask);
const componentCount = this.optimizer.getComponentCount(mask);
console.log(`实体 ${entity.name} 分析:`);
console.log(`- 位掩码: ${mask} (二进制: ${mask.toString(2)})`);
console.log(`- 组件数量: ${componentCount}`);
console.log(`- 组件列表: ${componentNames.join(', ')}`);
}
// 比较两个实体的组件差异
compareEntities(entityA: Entity, entityB: Entity): void {
const maskA = entityA.componentMask;
const maskB = entityB.componentMask;
const commonMask = maskA & maskB;
const onlyInA = maskA & ~maskB;
const onlyInB = maskB & ~maskA;
console.log(`实体比较:`);
console.log(`- 共同组件: ${this.optimizer.maskToComponentNames(commonMask).join(', ')}`);
console.log(`- 仅在A中: ${this.optimizer.maskToComponentNames(onlyInA).join(', ')}`);
console.log(`- 仅在B中: ${this.optimizer.maskToComponentNames(onlyInB).join(', ')}`);
}
// 查找具有特定组件组合的实体
findEntitiesWithMask(entities: Entity[], requiredComponents: string[]): Entity[] {
const requiredMask = this.optimizer.createCombinedMask(requiredComponents);
return entities.filter(entity =>
(entity.componentMask & requiredMask) === requiredMask
);
}
}
// 使用示例
const analyzer = new MaskAnalyzer();
analyzer.analyzeEntity(entity);
```
## 实际应用场景
### 1. 高性能实体查询
```typescript
class GameSystem {
private optimizer = BitMaskOptimizer.getInstance();
private movementMask: bigint;
private combatMask: bigint;
constructor() {
// 预计算常用掩码
this.movementMask = this.optimizer.createCombinedMask([
'PositionComponent', 'VelocityComponent'
]);
this.combatMask = this.optimizer.createCombinedMask([
'PositionComponent', 'HealthComponent', 'WeaponComponent'
]);
}
// 快速查找移动实体
findMovingEntities(entities: Entity[]): Entity[] {
return entities.filter(entity =>
(entity.componentMask & this.movementMask) === this.movementMask
);
}
// 快速查找战斗单位
findCombatUnits(entities: Entity[]): Entity[] {
return entities.filter(entity =>
(entity.componentMask & this.combatMask) === this.combatMask
);
}
}
```
### 2. 实体分类和管理
```typescript
class EntityClassifier {
private optimizer = BitMaskOptimizer.getInstance();
// 定义实体类型掩码
private readonly ENTITY_TYPES = {
PLAYER: this.optimizer.createCombinedMask([
'PositionComponent', 'HealthComponent', 'InputComponent'
]),
ENEMY: this.optimizer.createCombinedMask([
'PositionComponent', 'HealthComponent', 'AIComponent'
]),
PROJECTILE: this.optimizer.createCombinedMask([
'PositionComponent', 'VelocityComponent', 'DamageComponent'
]),
PICKUP: this.optimizer.createCombinedMask([
'PositionComponent', 'PickupComponent'
])
};
// 根据组件组合判断实体类型
classifyEntity(entity: Entity): string {
const mask = entity.componentMask;
for (const [type, typeMask] of Object.entries(this.ENTITY_TYPES)) {
if ((mask & typeMask) === typeMask) {
return type;
}
}
return 'UNKNOWN';
}
// 批量分类实体
classifyEntities(entities: Entity[]): Map<string, Entity[]> {
const classified = new Map<string, Entity[]>();
for (const entity of entities) {
const type = this.classifyEntity(entity);
if (!classified.has(type)) {
classified.set(type, []);
}
classified.get(type)!.push(entity);
}
return classified;
}
}
```
## 性能优化技巧
### 1. 预计算常用掩码
```typescript
class MaskCache {
private optimizer = BitMaskOptimizer.getInstance();
// 预计算游戏中常用的组件组合
public readonly COMMON_MASKS = {
RENDERABLE: this.optimizer.createCombinedMask([
'PositionComponent', 'RenderComponent'
]),
MOVABLE: this.optimizer.createCombinedMask([
'PositionComponent', 'VelocityComponent'
]),
LIVING: this.optimizer.createCombinedMask([
'HealthComponent'
]),
INTERACTIVE: this.optimizer.createCombinedMask([
'PositionComponent', 'ColliderComponent'
])
};
constructor() {
// 预计算常用组合以提升性能
this.optimizer.precomputeCommonMasks([
['PositionComponent', 'RenderComponent'],
['PositionComponent', 'VelocityComponent'],
['PositionComponent', 'HealthComponent', 'WeaponComponent']
]);
}
}
```
### 2. 位掩码调试工具
```typescript
// 位掩码调试工具
class MaskDebugger {
private optimizer = BitMaskOptimizer.getInstance();
// 可视化位掩码
visualizeMask(mask: bigint, maxBits: number = 16): string {
const binary = mask.toString(2).padStart(maxBits, '0');
const components = this.optimizer.maskToComponentNames(mask);
let visualization = `位掩码: ${mask} (二进制: ${binary})\n`;
visualization += `组件: ${components.join(', ')}\n`;
visualization += `可视化: `;
for (let i = maxBits - 1; i >= 0; i--) {
const bit = (mask & (1n << BigInt(i))) !== 0n ? '1' : '0';
visualization += bit;
if (i % 4 === 0 && i > 0) visualization += ' ';
}
return visualization;
}
}
```
## 最佳实践
### 1. 组件注册
```typescript
// 在游戏初始化时注册所有组件类型
function initializeComponentTypes() {
const optimizer = BitMaskOptimizer.getInstance();
// 按使用频率注册(常用的组件分配较小的位位置)
optimizer.registerComponentType('PositionComponent'); // 位置0
optimizer.registerComponentType('VelocityComponent'); // 位置1
optimizer.registerComponentType('HealthComponent'); // 位置2
optimizer.registerComponentType('RenderComponent'); // 位置3
// ... 其他组件
}
```
### 2. 掩码缓存管理
```typescript
// 定期清理掩码缓存以避免内存泄漏
setInterval(() => {
const optimizer = BitMaskOptimizer.getInstance();
const stats = optimizer.getCacheStats();
// 如果缓存过大,清理一部分
if (stats.size > 1000) {
optimizer.clearCache();
console.log('位掩码缓存已清理');
}
}, 60000); // 每分钟检查一次
```
## 总结
位掩码是ECS框架中的核心优化技术它提供了
1. **极快的查询速度** - 位运算比遍历快数百倍
2. **内存效率** - 用一个数字表示复杂的组件组合
3. **批量操作优化** - 可以快速处理大量实体
4. **灵活的查询构建** - 支持复杂的组件组合查询
通过理解和正确使用位掩码,可以显著提升游戏的性能表现。记住要在游戏初始化时注册组件类型,预计算常用掩码,并合理管理缓存。