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Question by FelixKahle · Feb 06, 2020 at 12:37 PM · movementoptimizationparallelparabola

ECS design problem

Hello, I need to implement parabolic like movement in Unity using ECS. However, I feel kind of stuck to implement it. I already came up with two solutions, but I do not know which one I should prefer over the other.

This is the first implementation I came up with:

 [GenerateAuthoringComponent]
 public struct SinusMovement : IComponentData
 {
     public bool3 axes;
     public float3 lerpSpeed;
     public float3 amplitude;
     public float3 period;
     public float3 height;
     public float3 lerpValue;
 }
 
 public class SinusMovementSystem : JobComponentSystem
 {
 
     private struct SinusMovementJob : IJobForEach<Translation, SinusMovement>
     {
         public float deltaTime;
 
         public void Execute(ref Translation translation, ref SinusMovement sinusMovement)
         {
             if (sinusMovement.axes.x)
             {
                 translation.Value.x = math.sin(math.PI * sinusMovement.period.x * math.clamp(sinusMovement.lerpValue.x, 0, 1)) * sinusMovement.amplitude.x + sinusMovement.height.x;
 
                 sinusMovement.lerpValue.x += deltaTime * sinusMovement.lerpSpeed.x;
 
                 if (sinusMovement.lerpValue.x >= 1.0f)
                 {
                     sinusMovement.lerpValue.x = 0.0f;
                 }
             }
 
             if (sinusMovement.axes.y)
             {
                 translation.Value.y = math.sin(math.PI * sinusMovement.period.y * math.clamp(sinusMovement.lerpValue.y, 0, 1)) * sinusMovement.amplitude.y + sinusMovement.height.y;
 
                 sinusMovement.lerpValue.y += deltaTime * sinusMovement.lerpSpeed.y;
 
                 if (sinusMovement.lerpValue.y >= 1.0f)
                 {
                     sinusMovement.lerpValue.y = 0.0f;
                 }
             }
 
             if (sinusMovement.axes.z)
             {
                 translation.Value.z = math.sin(math.PI * sinusMovement.period.z * math.clamp(sinusMovement.lerpValue.z, 0, 1)) * sinusMovement.amplitude.z + sinusMovement.height.z;
 
                 sinusMovement.lerpValue.z += deltaTime * sinusMovement.lerpSpeed.z;
 
                 if (sinusMovement.lerpValue.z >= 1.0f)
                 {
                     sinusMovement.lerpValue.z = 0.0f;
                 }
             }
         }
     }
 
     protected override JobHandle OnUpdate(JobHandle inputDeps)
     {
         SinusMovementJob sinusMovementJob = new SinusMovementJob
         {
             deltaTime = Time.DeltaTime
         };
         return sinusMovementJob.Schedule(this, inputDeps);
     }
 }

But I realized that if I just want to move an object along with a parabola on, for example, the x-axis only I waste a lot of memory because I also store data for movement on the y and z-axis. This is why I came up with my second solution:

 [GenerateAuthoringComponent]
 public struct SinusMovementX : IComponentData
 {
     public float lerpSpeed;
     public float amplitude;
     public float period;
     public float height;
     public float lerpValue;
 }
 
 [GenerateAuthoringComponent]
 public struct SinusMovementY : IComponentData
 {
     public float lerpSpeed;
     public float amplitude;
     public float period;
     public float height;
     public float lerpValue;
 }
 
 [GenerateAuthoringComponent]
 public struct SinusMovementZ : IComponentData
 {
     public float lerpSpeed;
     public float amplitude;
     public float period;
     public float height;
     public float lerpValue;
 }
 
 
 public class SinusMovementSystem : JobComponentSystem
 {
     [BurstCompile]
     private struct SinusMovementXJob : IJobForEach<Translation, SinusMovementX>
     {
         public float deltaTime;
 
         public void Execute(ref Translation translation, ref SinusMovementX sinusMovementX)
         {
             translation.Value.x = math.sin(math.PI * sinusMovementX.period * math.clamp(sinusMovementX.lerpValue, 0, 1)) * sinusMovementX.amplitude + sinusMovementX.height;
 
             sinusMovementX.lerpValue += sinusMovementX.lerpSpeed * deltaTime;
 
             if (sinusMovementX.lerpValue >= 1.0f)
             {
                 sinusMovementX.lerpValue = 0.0f;
             }
         }
     }
 
     [BurstCompile]
     private struct SinusMovementYJob : IJobForEach<Translation, SinusMovementY>
     {
         public float deltaTime;
 
         public void Execute(ref Translation translation, ref SinusMovementY sinusMovementY)
         {
             translation.Value.x = math.sin(math.PI * sinusMovementY.period * math.clamp(sinusMovementY.lerpValue, 0, 1)) * sinusMovementY.amplitude + sinusMovementY.height;
 
             sinusMovementY.lerpValue += sinusMovementY.lerpSpeed * deltaTime;
 
             if (sinusMovementY.lerpValue >= 1.0f)
             {
                 sinusMovementY.lerpValue = 0.0f;
             }
         }
     }
 
     [BurstCompile]
     private struct SinusMovementZJob : IJobForEach<Translation, SinusMovementZ>
     {
         public float deltaTime;
 
         public void Execute(ref Translation translation, ref SinusMovementZ sinusMovementZ)
         {
             translation.Value.x = math.sin(math.PI * sinusMovementZ.period * math.clamp(sinusMovementZ.lerpValue, 0, 1)) * sinusMovementZ.amplitude + sinusMovementZ.height;
 
             sinusMovementZ.lerpValue += sinusMovementZ.lerpSpeed * deltaTime;
 
             if (sinusMovementZ.lerpValue >= 1.0f)
             {
                 sinusMovementZ.lerpValue = 0.0f;
             }
         }
     }
 
     protected override JobHandle OnUpdate(JobHandle inputDeps)
     {
         SinusMovementXJob sinusMovementXJob = new SinusMovementXJob
         {
             deltaTime = Time.DeltaTime
         };
         JobHandle sinusMovementXJobHandle = sinusMovementXJob.Schedule(this, inputDeps);
         sinusMovementXJobHandle.Complete();
 
         SinusMovementYJob sinusMovementYJob = new SinusMovementYJob
         {
             deltaTime = Time.DeltaTime
         };
         JobHandle sinusMovementYJobHandle = sinusMovementYJob.Schedule(this, inputDeps);
         sinusMovementYJobHandle.Complete();
 
         SinusMovementZJob sinusMovementZJob = new SinusMovementZJob
         {
             deltaTime = Time.DeltaTime
         };
         JobHandle sinusMovementZJobHandle = sinusMovementZJob.Schedule(this, inputDeps);
         sinusMovementZJobHandle.Complete();
 
         return JobHandle.CombineDependencies(sinusMovementXJobHandle, sinusMovementYJobHandle, sinusMovementZJobHandle);
     }
 }

In this approach, I only store data I need to move the object along a parabola on one axis. I do not waste data I do not need, and if there is the need to move an object along a parabola on one, two or three axes I simply add the corresponding component. The problem now is however that I need three jobs to update the whole thing and I can not even run these systems in parallel since they all write to the Translation component. This is why I get much more milliseconds on the JobSystem here compared to the System shown in my previous approach. Which approach is better and should be used?

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