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authorMax-001 <80035972+Max-001@users.noreply.github.com>2024-10-05 12:07:18 +0200
committerMax-001 <80035972+Max-001@users.noreply.github.com>2024-10-05 12:07:18 +0200
commitc767ef1e3d1d78e50eb1b6d9824b1c8961d68524 (patch)
tree13fe577b71a31dc82a3d31dc300a8e14d6d0fcb3 /mwe/ecs-memory-efficient/src/main.cpp
parentc39adf3040c3f2f7cfcab5ce5b7e39b815e8131d (diff)
First setup
Diffstat (limited to 'mwe/ecs-memory-efficient/src/main.cpp')
-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp106
1 files changed, 26 insertions, 80 deletions
diff --git a/mwe/ecs-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp
index 9e8fbd5..71b6b3c 100644
--- a/mwe/ecs-memory-efficient/src/main.cpp
+++ b/mwe/ecs-memory-efficient/src/main.cpp
@@ -1,108 +1,54 @@
#include <iostream>
#include <vector>
#include <cstdint>
+#include <chrono>
#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
+ auto startAdding = std::chrono::high_resolution_clock::now();
- gameObect0.AddComponent<Sprite>("C:/object0"); //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
+ GameObject* gameObject[1000];
- gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
+ for(int i = 0; i < 1000; ++i) {
+ gameObject[i] = new GameObject(i, "Name", "Tag", 0);
- gameObect2.AddComponent<Sprite>("C:/object2/1"); //Add four sprites to entity2
- gameObect2.AddComponent<Sprite>("C:/object2/2");
- gameObect2.AddComponent<Sprite>("C:/object2/3");
- gameObect2.AddComponent<Sprite>("C:/object2/4");
- 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>("C:/object7"); //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.mPath << 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;
+ gameObject[i]->addSpriteComponent("C:/Test");
+ gameObject[i]->addRigidbodyComponent(0, 0, i);
+ gameObject[i]->addColiderComponent(i);
}
- 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;
+ auto stopAdding = std::chrono::high_resolution_clock::now();
- 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.mPath << std::endl;
- }
- std::cout << std::endl;
+ //This is what systems would do:
- 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::vector<std::reference_wrapper<Sprite>> allSprites = ComponentManager::GetInstance().getAllSpriteReferences();
+ for(Sprite& sprite : allSprites) {
+ std::cout << sprite.mPath << 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().mPath << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> allRigidbody = ComponentManager::GetInstance().getAllRigidbodyReferences();
+ for(Rigidbody& rigidbody : allRigidbody) {
+ std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << 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::vector<std::reference_wrapper<Colider>> allColider = ComponentManager::GetInstance().getAllColiderReferences();
+ for(Colider& colider : allColider) {
+ std::cout << colider.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;
+ auto stopLooping = std::chrono::high_resolution_clock::now();
- rigidbody.get().mMass = -1;
+ for (int i = 0; i < 1000; ++i) {
+ delete gameObject[i];
}
- 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;
+ 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;
}