diff options
Diffstat (limited to 'mwe/ecs-homemade/src/main.cpp')
| -rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 75 | 
1 files changed, 75 insertions, 0 deletions
| diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp new file mode 100644 index 0000000..70c5d2c --- /dev/null +++ b/mwe/ecs-homemade/src/main.cpp @@ -0,0 +1,75 @@ +#include <chrono> +#include <cstdint> +#include <iostream> +#include <vector> + +#include "ComponentManager.h" +#include "Components.h" +#include "GameObjectMax.h" + +class myScript { +public: +	void onStart() { std::cout << "In onStart" << std::endl; } + +	void onUpdate() { std::cout << "In onUpdate" << std::endl; } +}; + +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); +		gameObject[i]->AddComponent<BehaviourScript>().addScript<myScript>(); +	} + +	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; +	} + +	std::vector<std::reference_wrapper<BehaviourScript>> scripts +		= ComponentManager::GetInstance() +			  .GetComponentsByType<BehaviourScript>(); +	for (BehaviourScript & script : scripts) { +		//script.onStart(); +		//script.onUpdate(); +	} + +	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; +} |