diff options
Diffstat (limited to 'mwe/ecs-homemade')
| -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 | 
10 files changed, 302 insertions, 0 deletions
| 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; +} |