diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-06 13:22:10 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-06 13:22:10 +0200 |
commit | 7c9d3452c99fcb89ea6df55755e90f741b23cf10 (patch) | |
tree | 93fab445cd4c0ebb392c2f4def2a0bd32d2709d2 /mwe/ecs-homemade/src | |
parent | 02d658a7ed92bacfdaed587102f0d2e5f6c5dc01 (diff) |
copy homemade ECS to crepe + correct code style
Diffstat (limited to 'mwe/ecs-homemade/src')
-rw-r--r-- | mwe/ecs-homemade/src/ComponentManager.cpp | 20 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/Components.cpp | 3 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/GameObjectMax.cpp | 4 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 35 |
4 files changed, 36 insertions, 26 deletions
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp index 16cc2b6..536c152 100644 --- a/mwe/ecs-homemade/src/ComponentManager.cpp +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -2,20 +2,22 @@ ComponentManager ComponentManager::mInstance; -ComponentManager& ComponentManager::GetInstance() { - return mInstance; -} +ComponentManager & ComponentManager::GetInstance() { return mInstance; } ComponentManager::ComponentManager() {} void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) { - for(auto& [type, componentArray] : mComponents) { //Loop through all the types (in the unordered_map<>) - if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> - componentArray[id].clear(); //Clear the components at this specific id - } - } + for (auto & [type, componentArray] : + mComponents) { //Loop through all the types (in the unordered_map<>) + if (id + < componentArray + .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + componentArray[id] + .clear(); //Clear the components at this specific id + } + } } void ComponentManager::DeleteAllComponents() { - mComponents.clear(); //Clear the whole unordered_map<> + mComponents.clear(); //Clear the whole unordered_map<> } diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp index 69b5eaa..c8347b3 100644 --- a/mwe/ecs-homemade/src/Components.cpp +++ b/mwe/ecs-homemade/src/Components.cpp @@ -5,6 +5,7 @@ Component::Component() : mActive(true) {} Sprite::Sprite(std::string path) : mPath(path) {} -Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} +Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) + : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp index 62c41de..b0c5af7 100644 --- a/mwe/ecs-homemade/src/GameObjectMax.cpp +++ b/mwe/ecs-homemade/src/GameObjectMax.cpp @@ -2,4 +2,6 @@ #include "ComponentManager.h" -GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} +GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, + int layer) + : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 41f7d6d..330e154 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -1,54 +1,59 @@ +#include <chrono> +#include <cstdint> #include <iostream> #include <vector> -#include <cstdint> -#include <chrono> #include "ComponentManager.h" -#include "GameObjectMax.h" #include "Components.h" +#include "GameObjectMax.h" int main() { auto startAdding = std::chrono::high_resolution_clock::now(); - GameObject* gameObject[100000]; + GameObject * gameObject[100000]; - for(int i = 0; i < 100000; ++i) { + for (int i = 0; i < 100000; ++i) { gameObject[i] = new GameObject(i, "Name", "Tag", 0); gameObject[i]->AddComponent<Sprite>("C:/Test"); gameObject[i]->AddComponent<Rigidbody>(0, 0, i); gameObject[i]->AddComponent<Colider>(i); } - + auto stopAdding = std::chrono::high_resolution_clock::now(); //This is what systems would do: - std::vector<std::reference_wrapper<Sprite>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); - for(Sprite& sprite : sprites) { + std::vector<std::reference_wrapper<Sprite>> sprites + = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); + for (Sprite & sprite : sprites) { //std::cout << sprite.get().mPath << std::endl; } //std::cout << std::endl; - std::vector<std::reference_wrapper<Rigidbody>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); - for(Rigidbody& rigidbody : rigidBodies) { + std::vector<std::reference_wrapper<Rigidbody>> rigidBodies + = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); + for (Rigidbody & rigidbody : rigidBodies) { //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; } //std::cout << std::endl; - std::vector<std::reference_wrapper<Colider>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>(); - for(Colider& colider : coliders) { + std::vector<std::reference_wrapper<Colider>> coliders + = ComponentManager::GetInstance().GetComponentsByType<Colider>(); + for (Colider & colider : coliders) { //std::cout << colider.get().mSize << std::endl; } auto stopLooping = std::chrono::high_resolution_clock::now(); for (int i = 0; i < 100000; ++i) { - delete gameObject[i]; + delete gameObject[i]; } - auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(stopAdding - startAdding); - auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(stopLooping - stopAdding); + auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>( + stopAdding - startAdding); + auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>( + stopLooping - stopAdding); std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; } |