diff options
author | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-10-05 12:07:18 +0200 |
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committer | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-10-05 12:07:18 +0200 |
commit | c767ef1e3d1d78e50eb1b6d9824b1c8961d68524 (patch) | |
tree | 13fe577b71a31dc82a3d31dc300a8e14d6d0fcb3 /mwe/ecs-memory-efficient/src | |
parent | c39adf3040c3f2f7cfcab5ce5b7e39b815e8131d (diff) |
First setup
Diffstat (limited to 'mwe/ecs-memory-efficient/src')
-rw-r--r-- | mwe/ecs-memory-efficient/src/ComponentManager.cpp | 16 | ||||
-rw-r--r-- | mwe/ecs-memory-efficient/src/main.cpp | 106 |
2 files changed, 34 insertions, 88 deletions
diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp index 16cc2b6..20d0ce0 100644 --- a/mwe/ecs-memory-efficient/src/ComponentManager.cpp +++ b/mwe/ecs-memory-efficient/src/ComponentManager.cpp @@ -8,14 +8,14 @@ ComponentManager& ComponentManager::GetInstance() { 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 - } - } +std::vector<std::reference_wrapper<Sprite>> ComponentManager::getAllSpriteReferences() { + return mSpriteContainer.getAllReferences(); } -void ComponentManager::DeleteAllComponents() { - mComponents.clear(); //Clear the whole unordered_map<> +std::vector<std::reference_wrapper<Rigidbody>> ComponentManager::getAllRigidbodyReferences() { + return mRigidbodyContainer.getAllReferences(); +} + +std::vector<std::reference_wrapper<Colider>> ComponentManager::getAllColiderReferences() { + return mColiderContainer.getAllReferences(); } 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; } |