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authorMax-001 <80035972+Max-001@users.noreply.github.com>2024-10-05 11:05:59 +0200
committerMax-001 <80035972+Max-001@users.noreply.github.com>2024-10-05 11:05:59 +0200
commitc39adf3040c3f2f7cfcab5ce5b7e39b815e8131d (patch)
tree3dc49555635077ef8e59270b886866f4a2dce24c /mwe/ecs-homemade
parent03b25facdf35117eb9f56c7a2edbec5b34b90203 (diff)
Setup ecs-memory-efficient
Diffstat (limited to 'mwe/ecs-homemade')
-rw-r--r--mwe/ecs-homemade/CMakeLists.txt17
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h48
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp88
-rw-r--r--mwe/ecs-homemade/inc/Components.h29
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp6
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp21
-rw-r--r--mwe/ecs-homemade/src/Components.cpp12
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp5
-rw-r--r--mwe/ecs-homemade/src/main.cpp108
10 files changed, 0 insertions, 354 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt
deleted file mode 100644
index 6267c1a..0000000
--- a/mwe/ecs-homemade/CMakeLists.txt
+++ /dev/null
@@ -1,17 +0,0 @@
-cmake_minimum_required(VERSION 3.5)
-project(ecs-homemade)
-
-# Set the C++ standard (optional, but good practice)
-set(CMAKE_CXX_STANDARD 17)
-set(CMAKE_CXX_STANDARD_REQUIRED True)
-
-# Use the debug mode (otherwise breakpoints are not compiled)
-set(CMAKE_BUILD_TYPE Debug)
-
-add_executable(ecs-homemade
- src/main.cpp
- src/ComponentManager.cpp
- src/Components.cpp
- src/GameObjectMax.cpp
-)
-target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc")
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
deleted file mode 100644
index 893aa56..0000000
--- a/mwe/ecs-homemade/inc/ComponentManager.h
+++ /dev/null
@@ -1,48 +0,0 @@
-#pragma once
-
-#include "Components.h"
-#include <cstdint>
-#include <unordered_map>
-#include <vector>
-#include <typeindex>
-#include <memory>
-#include <utility>
-
-class ComponentManager {
-public:
- static ComponentManager& GetInstance(); //Singleton
-
- ComponentManager(const ComponentManager&) = delete; //Singleton
- ComponentManager(ComponentManager&&) = delete; //Singleton
- ComponentManager& operator=(const ComponentManager&) = delete; //Singleton
- ComponentManager& operator=(ComponentManager&&) = delete; //Singleton
-
- template <typename T, typename... Args>
- void AddComponent(std::uint32_t id, Args&&... args); //Add a component of a specific type
- template <typename T>
- void DeleteComponentsById(std::uint32_t id); //Deletes all components of a specific type and id
- template <typename T>
- void DeleteComponents(); //Deletes all components of a specific type
- void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id
- void DeleteAllComponents(); //Deletes all components
-
- template <typename T>
- std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific type and id
- template <typename T>
- std::vector<std::pair<std::reference_wrapper<T>, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type
-
-private:
- static ComponentManager mInstance; //Singleton
-
- ComponentManager(); //Singleton
-
- /*
- * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
- * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
- * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
- * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
- */
- std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> mComponents;
-};
-
-#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
deleted file mode 100644
index 53dfddd..0000000
--- a/mwe/ecs-homemade/inc/ComponentManager.hpp
+++ /dev/null
@@ -1,88 +0,0 @@
-
-template <typename T, typename... Args>
-void ComponentManager::AddComponent(std::uint32_t id, Args&&... args) {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- if (mComponents.find(type) == mComponents.end()) { //Check if this component type is already in the unordered_map<>
- mComponents[type] = std::vector<std::vector<std::unique_ptr<Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
- }
-
- if (id >= mComponents[type].size()) { //Resize the vector<> if the id is greater than the current size
- mComponents[type].resize(id + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
- }
-
- mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
-}
-
-template <typename T>
-void ComponentManager::DeleteComponentsById(std::uint32_t id) {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
- std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents[type]; //Get the correct vector<>
-
- 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 whole vector<> of this specific type and id
- }
- }
-}
-
-template <typename T>
-void ComponentManager::DeleteComponents() {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
- mComponents[type].clear(); //Clear the whole vector<> of this specific type
- }
-}
-
-template <typename T>
-std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByID(std::uint32_t id) const {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- std::vector<std::reference_wrapper<T>> componentVector; //Create an empty vector<>
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
-
- const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
-
- if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- for (const std::unique_ptr<Component>& componentPtr : componentArray[id]) { //Loop trough the whole vector<>
- T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
-
- if (castedComponent) { //Ensure that the cast was successful
- componentVector.push_back(*castedComponent); //Add the dereferenced raw pointer to the vector<>
- }
- }
- }
- }
-
- return componentVector; //Return the vector<>
-}
-
-template <typename T>
-std::vector<std::pair<std::reference_wrapper<T>, std::uint32_t>> ComponentManager::GetComponentsByType() const {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- std::vector<std::pair<std::reference_wrapper<T>, std::uint32_t>> componentVector; //Create an empty vector<>
- std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
-
- const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
-
- for (const std::vector<std::unique_ptr<Component>>& component : componentArray) { //Loop through the whole vector<>
- for (const std::unique_ptr<Component>& componentPtr : component) { //Loop trough the whole vector<>
- T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
-
- if (castedComponent) { //Ensure that the cast was successful
- componentVector.emplace_back(std::ref(*castedComponent), id); //Pair the dereferenced raw pointer and the id and add it to the vector<>
- }
- }
-
- ++id; //Increase the id (the id will also be stored in the returned vector<>)
- }
- }
-
- return componentVector; //Return the vector<>
-}
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
deleted file mode 100644
index 2645a45..0000000
--- a/mwe/ecs-homemade/inc/Components.h
+++ /dev/null
@@ -1,29 +0,0 @@
-#pragma once
-
-class Component {
-public:
- Component();
-
- bool mActive;
-};
-
-class Sprite : public Component {
-public:
- void Render();
-};
-
-class Rigidbody : public Component {
-public:
- Rigidbody(int mass, int gravityScale, int bodyType);
-
- int mMass;
- int mGravityScale;
- int mBodyType;
-};
-
-class Colider : public Component {
-public:
- Colider(int size);
-
- int mSize;
-};
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
deleted file mode 100644
index f0bcec9..0000000
--- a/mwe/ecs-homemade/inc/GameObjectMax.h
+++ /dev/null
@@ -1,20 +0,0 @@
-#pragma once
-
-#include <cstdint>
-#include <string>
-
-class GameObject {
-public:
- GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
-
- template <typename T, typename... Args>
- void AddComponent(Args&&... args);
-
- std::uint32_t mId;
- std::string mName;
- std::string mTag;
- bool mActive;
- int mLayer;
-};
-
-#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
deleted file mode 100644
index 1e952ba..0000000
--- a/mwe/ecs-homemade/inc/GameObjectMax.hpp
+++ /dev/null
@@ -1,6 +0,0 @@
-#include "ComponentManager.h"
-
-template <typename T, typename... Args>
-void GameObject::AddComponent(Args&&... args) {
- ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...);
-}
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
deleted file mode 100644
index 16cc2b6..0000000
--- a/mwe/ecs-homemade/src/ComponentManager.cpp
+++ /dev/null
@@ -1,21 +0,0 @@
-#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
deleted file mode 100644
index 5f10bc5..0000000
--- a/mwe/ecs-homemade/src/Components.cpp
+++ /dev/null
@@ -1,12 +0,0 @@
-#include "Components.h"
-#include <iostream>
-
-Component::Component() : mActive(true) {}
-
-void Sprite::Render() {
- std::cout << "Rendering sprite" << std::endl;
-}
-
-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
deleted file mode 100644
index 62c41de..0000000
--- a/mwe/ecs-homemade/src/GameObjectMax.cpp
+++ /dev/null
@@ -1,5 +0,0 @@
-#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
deleted file mode 100644
index 9e230e5..0000000
--- a/mwe/ecs-homemade/src/main.cpp
+++ /dev/null
@@ -1,108 +0,0 @@
-#include <iostream>
-#include <vector>
-#include <cstdint>
-
-#include "ComponentManager.h"
-#include "GameObjectMax.h"
-#include "Components.h"
-
-int main() {
- GameObject gameObect0(0, "Name: 0", "Tag: 0", 0); //Entity 0
- GameObject gameObect1(1, "Name: 1", "Tag: 1", 1); //Entity 1
- GameObject gameObect2(2, "Name: 2", "Tag: 2", 2); //Entity 2
- GameObject gameObect3(3, "Name: 3", "Tag: 3", 3); //Entity 3
- GameObject gameObect4(4, "Name: 4", "Tag: 4", 4); //Entity 4
- GameObject gameObect5(5, "Name: 5", "Tag: 5", 5); //Entity 5
- GameObject gameObect6(6, "Name: 6", "Tag: 6", 6); //Entity 6
- GameObject gameObect7(7, "Name: 7", "Tag: 7", 7); //Entity 7
-
- gameObect0.AddComponent<Sprite>(); //Add a sprite to entity0
- gameObect0.AddComponent<Rigidbody>(1, 2, 3); //Also add a rigidbody to entity0
- gameObect0.AddComponent<Rigidbody>(3, 2, 1); //Add a second rigidbody to entity0
-
- gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
-
- gameObect2.AddComponent<Sprite>(); //Add four sprites to entity2
- gameObect2.AddComponent<Sprite>();
- gameObect2.AddComponent<Sprite>();
- gameObect2.AddComponent<Sprite>();
- gameObect2.AddComponent<Rigidbody>(10, 100, 500); //Add four rigidbodies to entity2
- gameObect2.AddComponent<Rigidbody>(10, 100, 501);
- gameObect2.AddComponent<Rigidbody>(10, 100, 502);
- gameObect2.AddComponent<Rigidbody>(10, 100, 500);
-
- //Add non components to entity3, entity4, entity5 and entity6
-
- gameObect7.AddComponent<Sprite>(); //Add a sprite to entity 7
- gameObect7.AddComponent<Colider>(30); //Add a colder to entity 7
-
- //The entities are now initialized
- //Now I will demonstrate some ways of retreiving/getting components
-
- std::cout << "Finding all sprites of entity 0" << std::endl;
- std::vector<std::reference_wrapper<Sprite>> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect0.mId);
- for(Sprite& spriteEntity0 : spriteOfEntity0) {
- std::cout << "Sprite of entity 0: " << spriteEntity0.mActive << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all rigidbodies of entity 0" << std::endl;
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId);
- for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) {
- std::cout << "Rigidbody of entity 0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl;
-
- rigidbodyEntity0.mMass = 15;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all coliders of entity 0" << std::endl;
- std::vector<std::reference_wrapper<Colider>> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Colider>(gameObect0.mId);
- for(Colider& coliderEntity0 : coliderOfEntity0) {
- std::cout << "Colider of entity 0: " << coliderEntity0.mSize << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all sprites of entity 3" << std::endl;
- std::vector<std::reference_wrapper<Sprite>> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect3.mId);
- for(Sprite& spriteEntity3 : spriteOfEntity3) {
- std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all rigidbodies of entity 3" << std::endl;
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect3.mId);
- for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) {
- std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all sprites of all entities" << std::endl;
- std::vector<std::pair<std::reference_wrapper<Sprite>, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
- for(auto& [sprite, id] : sprites) {
- std::cout << "Sprite of id: " << id << ": " << sprite.get().mActive << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all coliders of all entities" << std::endl;
- std::vector<std::pair<std::reference_wrapper<Colider>, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>();
- for(auto& [colider, id] : coliders) {
- std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all rigidbodies of all entities" << std::endl;
- std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
- for(auto& [rigidbody, id] : rigidBodies) {
- std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
-
- rigidbody.get().mMass = -1;
- }
- std::cout << std::endl;
-
- std::cout << "Finding all rigidbodies of all entities for the second time (after changing mMass to -1)" << std::endl;
- std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
- for(auto& [rigidbody2, id2] : rigidBodies2) {
- std::cout << "Rigidbody of id: " << id2 << ": " << rigidbody2.get().mMass << " " << rigidbody2.get().mGravityScale << " " << rigidbody2.get().mBodyType << std::endl;
- }
- std::cout << std::endl;
-}