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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-10 07:04:27 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-10 07:04:27 +0200
commit29fb4bda4872bdfe33a2416a239fb62fc0238167 (patch)
tree367f8b32fc843b481b42dff54adfd0939afeb0b7 /mwe/ecs-homemade/src
parent08d0b07c19edfe8c81dfe4e21c0d4c1ef128b628 (diff)
parentdcfb674ccdf48a7fd78c98644e5b3b826c399206 (diff)
merge `loek/scripts` into `master`
Diffstat (limited to 'mwe/ecs-homemade/src')
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp23
-rw-r--r--mwe/ecs-homemade/src/Components.cpp11
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp7
-rw-r--r--mwe/ecs-homemade/src/main.cpp59
4 files changed, 100 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
new file mode 100644
index 0000000..536c152
--- /dev/null
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -0,0 +1,23 @@
+#include "ComponentManager.h"
+
+ComponentManager ComponentManager::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
+ }
+ }
+}
+
+void ComponentManager::DeleteAllComponents() {
+ mComponents.clear(); //Clear the whole unordered_map<>
+}
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
new file mode 100644
index 0000000..c8347b3
--- /dev/null
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -0,0 +1,11 @@
+#include "Components.h"
+#include <iostream>
+
+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) {}
+
+Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp
new file mode 100644
index 0000000..b0c5af7
--- /dev/null
+++ b/mwe/ecs-homemade/src/GameObjectMax.cpp
@@ -0,0 +1,7 @@
+#include "GameObjectMax.h"
+
+#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) {}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
new file mode 100644
index 0000000..330e154
--- /dev/null
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -0,0 +1,59 @@
+#include <chrono>
+#include <cstdint>
+#include <iostream>
+#include <vector>
+
+#include "ComponentManager.h"
+#include "Components.h"
+#include "GameObjectMax.h"
+
+int main() {
+ auto startAdding = std::chrono::high_resolution_clock::now();
+
+ GameObject * gameObject[100000];
+
+ 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::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::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::cout << colider.get().mSize << std::endl;
+ }
+
+ auto stopLooping = std::chrono::high_resolution_clock::now();
+
+ for (int i = 0; i < 100000; ++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);
+ std::cout << "AddTime: " << Addtime.count() << " us" << std::endl;
+ std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl;
+}