diff options
-rw-r--r-- | .vscode/launch.json | 28 | ||||
-rw-r--r-- | mwe/ecs-homemade/CMakeLists.txt | 17 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.h | 48 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.hpp | 88 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/Components.h | 33 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.h | 20 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.hpp | 6 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/ComponentManager.cpp | 21 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/Components.cpp | 10 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/GameObjectMax.cpp | 5 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 54 |
11 files changed, 330 insertions, 0 deletions
diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 0000000..160d242 --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,28 @@ +{ + "version": "0.2.0", + "configurations": [ + { + "name": "Debug with Ninja", + "type": "cppdbg", + "request": "launch", + "program": "${workspaceFolder}/mwe/ecs-homemade/build/ecs-homemade.exe", + "args": [], + "stopAtEntry": true, + "cwd": "${workspaceFolder}", + "environment": [], + "externalConsole": false, + "MIMode": "gdb", + "preLaunchTask": "build", + "setupCommands": [ + { + "description": "Enable pretty-printing for gdb", + "text": "-enable-pretty-printing", + "ignoreFailures": true + } + ], + "logging": { + "engineLogging": true + } + } + ] +} diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt new file mode 100644 index 0000000..6267c1a --- /dev/null +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -0,0 +1,17 @@ +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 new file mode 100644 index 0000000..1a58b01 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -0,0 +1,48 @@ +#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::reference_wrapper<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 new file mode 100644 index 0000000..720ee79 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -0,0 +1,88 @@ + +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::reference_wrapper<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::reference_wrapper<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)); //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 new file mode 100644 index 0000000..98c5fe7 --- /dev/null +++ b/mwe/ecs-homemade/inc/Components.h @@ -0,0 +1,33 @@ +#pragma once + +#include <string> + +class Component { +public: + Component(); + + bool mActive; +}; + +class Sprite : public Component { +public: + Sprite(std::string path); + + std::string mPath; +}; + +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 new file mode 100644 index 0000000..f0bcec9 --- /dev/null +++ b/mwe/ecs-homemade/inc/GameObjectMax.h @@ -0,0 +1,20 @@ +#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 new file mode 100644 index 0000000..1e952ba --- /dev/null +++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp @@ -0,0 +1,6 @@ +#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 new file mode 100644 index 0000000..16cc2b6 --- /dev/null +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -0,0 +1,21 @@ +#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..69b5eaa --- /dev/null +++ b/mwe/ecs-homemade/src/Components.cpp @@ -0,0 +1,10 @@ +#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..62c41de --- /dev/null +++ b/mwe/ecs-homemade/src/GameObjectMax.cpp @@ -0,0 +1,5 @@ +#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..41f7d6d --- /dev/null +++ b/mwe/ecs-homemade/src/main.cpp @@ -0,0 +1,54 @@ +#include <iostream> +#include <vector> +#include <cstdint> +#include <chrono> + +#include "ComponentManager.h" +#include "GameObjectMax.h" +#include "Components.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; +} |