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-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp20
-rw-r--r--mwe/ecs-homemade/src/Components.cpp3
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp4
-rw-r--r--mwe/ecs-homemade/src/main.cpp35
4 files changed, 36 insertions, 26 deletions
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
index 16cc2b6..536c152 100644
--- a/mwe/ecs-homemade/src/ComponentManager.cpp
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -2,20 +2,22 @@
ComponentManager ComponentManager::mInstance;
-ComponentManager& ComponentManager::GetInstance() {
- return 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
- }
- }
+ 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<>
+ mComponents.clear(); //Clear the whole unordered_map<>
}
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
index 69b5eaa..c8347b3 100644
--- a/mwe/ecs-homemade/src/Components.cpp
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -5,6 +5,7 @@ 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) {}
+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
index 62c41de..b0c5af7 100644
--- a/mwe/ecs-homemade/src/GameObjectMax.cpp
+++ b/mwe/ecs-homemade/src/GameObjectMax.cpp
@@ -2,4 +2,6 @@
#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) {}
+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
index 41f7d6d..330e154 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -1,54 +1,59 @@
+#include <chrono>
+#include <cstdint>
#include <iostream>
#include <vector>
-#include <cstdint>
-#include <chrono>
#include "ComponentManager.h"
-#include "GameObjectMax.h"
#include "Components.h"
+#include "GameObjectMax.h"
int main() {
auto startAdding = std::chrono::high_resolution_clock::now();
- GameObject* gameObject[100000];
+ GameObject * gameObject[100000];
- for(int i = 0; i < 100000; ++i) {
+ 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::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::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::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];
+ 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);
+ 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;
}