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-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.h38
-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.hpp93
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.h34
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp84
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.h8
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.hpp16
-rw-r--r--mwe/ecs-memory-efficient/src/ComponentManager.cpp16
-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp106
8 files changed, 194 insertions, 201 deletions
diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.h b/mwe/ecs-memory-efficient/inc/ComponentManager.h
index 893aa56..066795a 100644
--- a/mwe/ecs-memory-efficient/inc/ComponentManager.h
+++ b/mwe/ecs-memory-efficient/inc/ComponentManager.h
@@ -1,12 +1,7 @@
#pragma once
#include "Components.h"
-#include <cstdint>
-#include <unordered_map>
-#include <vector>
-#include <typeindex>
-#include <memory>
-#include <utility>
+#include "ContiguousContainer.h"
class ComponentManager {
public:
@@ -17,32 +12,25 @@ public:
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... Args>
+ void addSpriteComponent(Args&&... args);
+ template<typename... Args>
+ void addRigidbodyComponent(Args&&... args);
+ template<typename... Args>
+ void addColiderComponent(Args&&... args);
- 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::pair<std::reference_wrapper<T>, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type
+ std::vector<std::reference_wrapper<Sprite>> getAllSpriteReferences();
+ std::vector<std::reference_wrapper<Rigidbody>> getAllRigidbodyReferences();
+ std::vector<std::reference_wrapper<Colider>> getAllColiderReferences();
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;
+ ContiguousContainer<Sprite> mSpriteContainer;
+ ContiguousContainer<Rigidbody> mRigidbodyContainer;
+ ContiguousContainer<Colider> mColiderContainer;
};
#include "ComponentManager.hpp"
diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.hpp b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp
index 53dfddd..1607c0c 100644
--- a/mwe/ecs-memory-efficient/inc/ComponentManager.hpp
+++ b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp
@@ -1,88 +1,15 @@
-
-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... Args>
+void ComponentManager::addSpriteComponent(Args&&... args) {
+ mSpriteContainer.pushBack(std::forward<Args>(args)...);
}
-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... Args>
+void ComponentManager::addRigidbodyComponent(Args&&... args) {
+ mRigidbodyContainer.pushBack(std::forward<Args>(args)...);
}
-template <typename T>
-std::vector<std::pair<std::reference_wrapper<T>, std::uint32_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::pair<std::reference_wrapper<T>, std::uint32_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), id); //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<>
+template<typename... Args>
+void ComponentManager::addColiderComponent(Args&&... args){
+ mColiderContainer.pushBack(std::forward<Args>(args)...);
}
diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.h b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h
new file mode 100644
index 0000000..dd0321e
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h
@@ -0,0 +1,34 @@
+#pragma once
+
+#include <cstdlib> // For malloc and free
+#include <new> // For placement new
+#include <utility> // For std::move and std::forward
+#include <stdexcept> // For std::bad_alloc
+#include <vector> // For returning references
+
+template<typename T>
+class ContiguousContainer {
+public:
+ ContiguousContainer();
+ ~ContiguousContainer();
+
+ // Use perfect forwarding for pushBack
+ template<typename... Args>
+ void pushBack(Args&&... args);
+
+ void popBack();
+ T& operator[](size_t index);
+ size_t getSize() const;
+
+ // Function to return references to all stored objects
+ std::vector<std::reference_wrapper<T>> getAllReferences();
+
+private:
+ T* mData;
+ size_t mSize;
+ size_t mCapacity;
+
+ void resize(size_t new_capacity); // Resize function to allocate more space
+};
+
+#include "ContiguousContainer.hpp"
diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp
new file mode 100644
index 0000000..878a85f
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp
@@ -0,0 +1,84 @@
+template<typename T>
+ContiguousContainer<T>::ContiguousContainer()
+ : mSize(0), mCapacity(10) {
+ // Allocate memory for 10 objects initially
+ mData = static_cast<T*>(malloc(mCapacity * sizeof(T)));
+ if (!mData) {
+ throw std::bad_alloc();
+ }
+}
+
+template<typename T>
+ContiguousContainer<T>::~ContiguousContainer() {
+ // Destroy all constructed objects
+ for (size_t i = 0; i < mSize; ++i) {
+ mData[i].~T();
+ }
+ // Free the allocated memory
+ free(mData);
+}
+
+template<typename T>
+template<typename... Args>
+void ContiguousContainer<T>::pushBack(Args&&... args) {
+ if (mSize == mCapacity) {
+ // Double the capacity if the container is full
+ resize(mCapacity * 2);
+ }
+ // Use placement new with perfect forwarding to construct the object in place
+ new (mData + mSize) T(std::forward<Args>(args)...);
+ ++mSize;
+}
+
+template<typename T>
+void ContiguousContainer<T>::popBack() {
+ if (mSize > 0) {
+ --mSize;
+ // Explicitly call the destructor
+ mData[mSize].~T();
+ }
+}
+
+template<typename T>
+T& ContiguousContainer<T>::operator[](size_t index) {
+ if (index >= mSize) {
+ throw std::out_of_range("Index out of range");
+ }
+ return mData[index];
+}
+
+template<typename T>
+size_t ContiguousContainer<T>::getSize() const {
+ return mSize;
+}
+
+// Function that returns a vector of references to all stored objects
+template<typename T>
+std::vector<std::reference_wrapper<T>> ContiguousContainer<T>::getAllReferences() {
+ std::vector<std::reference_wrapper<T>> references;
+ references.reserve(mSize); // Reserve space to avoid reallocation
+ for (size_t i = 0; i < mSize; ++i) {
+ references.push_back(std::ref(mData[i]));
+ }
+ return references;
+}
+
+template<typename T>
+void ContiguousContainer<T>::resize(size_t new_capacity) {
+ // Allocate new memory block with the updated capacity
+ T* new_data = static_cast<T*>(malloc(new_capacity * sizeof(T)));
+ if (!new_data) {
+ throw std::bad_alloc();
+ }
+
+ // Move or copy existing objects to the new memory block
+ for (size_t i = 0; i < mSize; ++i) {
+ new (new_data + i) T(std::move(mData[i])); // Move the objects
+ mData[i].~T(); // Call the destructor for the old object
+ }
+
+ // Free the old memory block
+ free(mData);
+ mData = new_data;
+ mCapacity = new_capacity;
+}
diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.h b/mwe/ecs-memory-efficient/inc/GameObjectMax.h
index f0bcec9..62cd3e6 100644
--- a/mwe/ecs-memory-efficient/inc/GameObjectMax.h
+++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.h
@@ -7,8 +7,12 @@ 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);
+ template<typename... Args>
+ void addSpriteComponent(Args&&... args);
+ template<typename... Args>
+ void addRigidbodyComponent(Args&&... args);
+ template<typename... Args>
+ void addColiderComponent(Args&&... args);
std::uint32_t mId;
std::string mName;
diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp
index 1e952ba..aac9811 100644
--- a/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp
+++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp
@@ -1,6 +1,16 @@
#include "ComponentManager.h"
-template <typename T, typename... Args>
-void GameObject::AddComponent(Args&&... args) {
- ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...);
+template <typename... Args>
+void GameObject::addSpriteComponent(Args&&... args) {
+ ComponentManager::GetInstance().addSpriteComponent(std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void GameObject::addRigidbodyComponent(Args&&... args) {
+ ComponentManager::GetInstance().addRigidbodyComponent(std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void GameObject::addColiderComponent(Args&&... args) {
+ ComponentManager::GetInstance().addColiderComponent(std::forward<Args>(args)...);
}
diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
index 16cc2b6..20d0ce0 100644
--- a/mwe/ecs-memory-efficient/src/ComponentManager.cpp
+++ b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
@@ -8,14 +8,14 @@ ComponentManager& ComponentManager::GetInstance() {
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
- }
- }
+std::vector<std::reference_wrapper<Sprite>> ComponentManager::getAllSpriteReferences() {
+ return mSpriteContainer.getAllReferences();
}
-void ComponentManager::DeleteAllComponents() {
- mComponents.clear(); //Clear the whole unordered_map<>
+std::vector<std::reference_wrapper<Rigidbody>> ComponentManager::getAllRigidbodyReferences() {
+ return mRigidbodyContainer.getAllReferences();
+}
+
+std::vector<std::reference_wrapper<Colider>> ComponentManager::getAllColiderReferences() {
+ return mColiderContainer.getAllReferences();
}
diff --git a/mwe/ecs-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp
index 9e8fbd5..71b6b3c 100644
--- a/mwe/ecs-memory-efficient/src/main.cpp
+++ b/mwe/ecs-memory-efficient/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>("C:/object0"); //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[1000];
- gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
+ for(int i = 0; i < 1000; ++i) {
+ gameObject[i] = new GameObject(i, "Name", "Tag", 0);
- gameObect2.AddComponent<Sprite>("C:/object2/1"); //Add four sprites to entity2
- gameObect2.AddComponent<Sprite>("C:/object2/2");
- gameObect2.AddComponent<Sprite>("C:/object2/3");
- gameObect2.AddComponent<Sprite>("C:/object2/4");
- 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>("C:/object7"); //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.mPath << 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;
+ gameObject[i]->addSpriteComponent("C:/Test");
+ gameObject[i]->addRigidbodyComponent(0, 0, i);
+ gameObject[i]->addColiderComponent(i);
}
- 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;
+ auto stopAdding = std::chrono::high_resolution_clock::now();
- 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.mPath << std::endl;
- }
- std::cout << std::endl;
+ //This is what systems would do:
- 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::vector<std::reference_wrapper<Sprite>> allSprites = ComponentManager::GetInstance().getAllSpriteReferences();
+ for(Sprite& sprite : allSprites) {
+ std::cout << sprite.mPath << std::endl;
}
std::cout << std::endl;
- 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().mPath << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> allRigidbody = ComponentManager::GetInstance().getAllRigidbodyReferences();
+ for(Rigidbody& rigidbody : allRigidbody) {
+ std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << std::endl;
}
std::cout << std::endl;
- std::cout << "Finding all coliders of all entities" << 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::vector<std::reference_wrapper<Colider>> allColider = ComponentManager::GetInstance().getAllColiderReferences();
+ for(Colider& colider : allColider) {
+ std::cout << colider.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 < 1000; ++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;
}