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67 changes: 35 additions & 32 deletions src/domain/ScenarioSimulationMotionSystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -62,8 +62,9 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {

auto& query = world.query();
const auto entities = simulationEntities(query);
refreshActiveEntities(query, entities);
std::vector<MovementPlan> plans;
plans.reserve(entities.size());
plans.reserve(activeEntities_.size());
if (!resources.contains<ScenarioEnvironmentReactionResource>()) {
resources.set(ScenarioEnvironmentReactionResource{});
}
Expand All @@ -76,15 +77,15 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
: nullptr;

applyRouteGuidance(query, entities, layoutCache, clock.elapsedSeconds, step.derivedSeed);
advanceRoutesForCurrentZones(query, entities, layoutCache);
replanBlockedExitRoutes(query, entities, layoutCache, clock.elapsedSeconds, layoutRevision, reactions);
advanceRoutesForWaypointProgress(query, 0.0, entities, layoutCache);
replanBlockedRouteSegments(query, entities, layoutCache, clock.elapsedSeconds, layoutRevision);
replanHazardAwareExitRoutes(query, entities, layoutCache, clock.elapsedSeconds, reactions, activeHazards);
updateAgentPhysicsFloorIds(query, layoutCache, entities);
advanceRoutesForCurrentZones(query, activeEntities_, layoutCache);
replanBlockedExitRoutes(query, activeEntities_, layoutCache, clock.elapsedSeconds, layoutRevision, reactions);
advanceRoutesForWaypointProgress(query, 0.0, activeEntities_, layoutCache);
replanBlockedRouteSegments(query, activeEntities_, layoutCache, clock.elapsedSeconds, layoutRevision);
replanHazardAwareExitRoutes(query, activeEntities_, layoutCache, clock.elapsedSeconds, reactions, activeHazards);
updateAgentPhysicsFloorIds(query, layoutCache, activeEntities_);
std::optional<AgentSpatialIndex> localNeighborIndex;
if (sharedSpatialIndex == nullptr) {
localNeighborIndex = buildAgentSpatialIndex(query, entities, 1.0);
localNeighborIndex = buildAgentSpatialIndex(query, activeEntities_, 1.0);
}
const auto* pressureFeedback = resources.contains<ScenarioPressureFeedbackResource>()
? &resources.get<ScenarioPressureFeedbackResource>()
Expand All @@ -100,15 +101,11 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {

std::size_t evacuatedAtStartCount = 0;
std::size_t newlyEvacuatedCount = 0;
for (const auto entity : entities) {
for (const auto entity : activeEntities_) {
auto& position = query.get<Position>(entity);
auto& velocity = query.get<Velocity>(entity);
auto& route = query.get<EvacuationRoute>(entity);
auto& status = query.get<EvacuationStatus>(entity);
if (status.evacuated) {
++evacuatedAtStartCount;
continue;
}
if (route.destinationZoneId.empty()) {
continue;
}
Expand All @@ -124,7 +121,11 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
}
}

evacuatedAtStartCount = totalAgentCount - activeEntities_.size();
const auto evacuatedAfterCount = evacuatedAtStartCount + newlyEvacuatedCount;
if (newlyEvacuatedCount > 0) {
refreshActiveEntities(query, entities);
}
const bool shouldCaptureT90 = t90TargetCount > 0
&& !timingKeyframes.t90Frame.has_value()
&& evacuatedAtStartCount < t90TargetCount
Expand All @@ -140,13 +141,8 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
keyframe.evacuatedAgentCount = evacuatedAfterCount;
keyframe.complete = totalAgentCount > 0 && evacuatedAfterCount >= totalAgentCount;

const auto view = query.view<Position, Agent, Velocity, EvacuationStatus>();
keyframe.agents.reserve(view.size());
for (const auto entity : view) {
const auto& status = query.get<EvacuationStatus>(entity);
if (status.evacuated) {
continue;
}
keyframe.agents.reserve(activeEntities_.size());
for (const auto entity : activeEntities_) {
const auto& position = query.get<Position>(entity);
const auto& velocity = query.get<Velocity>(entity);
const auto& agent = query.get<Agent>(entity);
Expand Down Expand Up @@ -183,15 +179,11 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
}
}

for (const auto entity : entities) {
for (const auto entity : activeEntities_) {
auto& position = query.get<Position>(entity);
const auto& agent = query.get<Agent>(entity);
auto& velocity = query.get<Velocity>(entity);
auto& route = query.get<EvacuationRoute>(entity);
auto& status = query.get<EvacuationStatus>(entity);
if (status.evacuated) {
continue;
}

if (route.nextWaypointIndex >= route.waypoints.size()) {
velocity.value = {};
Expand Down Expand Up @@ -330,13 +322,13 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
updateDisplayFloor(route, nextPosition);
}

advanceVerticalRoutesAtPortal(query, entities, layoutCache);
updateAgentPhysicsFloorIds(query, layoutCache, entities);
resolveAgentOverlaps(query, entities, layoutCache);
advanceRoutesForCurrentZones(query, entities, layoutCache);
advanceRoutesForWaypointProgress(query, clampedDelta, entities, layoutCache);
updateAgentPhysicsFloorIds(query, layoutCache, entities);
resolveAgentOverlaps(query, entities, layoutCache);
advanceVerticalRoutesAtPortal(query, activeEntities_, layoutCache);
updateAgentPhysicsFloorIds(query, layoutCache, activeEntities_);
resolveAgentOverlaps(query, activeEntities_, layoutCache);
advanceRoutesForCurrentZones(query, activeEntities_, layoutCache);
advanceRoutesForWaypointProgress(query, clampedDelta, activeEntities_, layoutCache);
updateAgentPhysicsFloorIds(query, layoutCache, activeEntities_);
resolveAgentOverlaps(query, activeEntities_, layoutCache);
advanceClock(query, clock, entities, clampedDelta);
resources.set(ScenarioSimulationStepResource{});
}
Expand Down Expand Up @@ -364,6 +356,16 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
bool advanced{false};
};

void refreshActiveEntities(engine::WorldQuery& query, const std::vector<engine::Entity>& entities) {
activeEntities_.clear();
activeEntities_.reserve(entities.size());
for (const auto entity : entities) {
if (!query.get<EvacuationStatus>(entity).evacuated) {
activeEntities_.push_back(entity);
}
}
}

static const ScenarioEnvironmentReactionAgentState* activeHazardState(
const ScenarioEnvironmentReactionResource* reactions,
std::uint64_t agentId) {
Expand Down Expand Up @@ -2171,6 +2173,7 @@ class ScenarioSimulationMotionSystem final : public engine::EngineSystem {
std::optional<RouteGuidanceDraft> guidanceReplanGuidance_{};
std::uint64_t guidanceReplanSeed_{0U};
std::uint64_t guidanceReplanIdHash_{0U};
std::vector<engine::Entity> activeEntities_{};
};


Expand Down
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