diff options
Diffstat (limited to 'mwe/ecs-homemade/src/main.cpp')
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 104 |
1 files changed, 25 insertions, 79 deletions
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 9e230e5..122311a 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/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>(); //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[100000]; - gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1 + for(int i = 0; i < 100000; ++i) { + gameObject[i] = new GameObject(i, "Name", "Tag", 0); - 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; + gameObject[i]->AddComponent<Sprite>("C:/Test"); + gameObject[i]->AddComponent<Rigidbody>(0, 0, i); + gameObject[i]->AddComponent<Colider>(i); } - std::cout << std::endl; + + auto stopAdding = std::chrono::high_resolution_clock::now(); - 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; + //This is what systems would do: - 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 << sprite.get().mPath << std::endl; } std::cout << std::endl; - std::cout << "Finding all coliders 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.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << 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 << 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; + auto stopLooping = std::chrono::high_resolution_clock::now(); - rigidbody.get().mMass = -1; + for (int i = 0; i < 100000; ++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; } |