From c39adf3040c3f2f7cfcab5ce5b7e39b815e8131d Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Sat, 5 Oct 2024 11:05:59 +0200 Subject: Setup ecs-memory-efficient --- .vscode/launch.json | 2 +- .vscode/tasks.json | 6 +- mwe/ecs-homemade/CMakeLists.txt | 17 ---- mwe/ecs-homemade/inc/ComponentManager.h | 48 ---------- mwe/ecs-homemade/inc/ComponentManager.hpp | 88 ------------------ mwe/ecs-homemade/inc/Components.h | 29 ------ mwe/ecs-homemade/inc/GameObjectMax.h | 20 ---- mwe/ecs-homemade/inc/GameObjectMax.hpp | 6 -- mwe/ecs-homemade/src/ComponentManager.cpp | 21 ----- mwe/ecs-homemade/src/Components.cpp | 12 --- mwe/ecs-homemade/src/GameObjectMax.cpp | 5 - mwe/ecs-homemade/src/main.cpp | 108 ---------------------- mwe/ecs-memory-efficient/CMakeLists.txt | 17 ++++ mwe/ecs-memory-efficient/inc/ComponentManager.h | 48 ++++++++++ mwe/ecs-memory-efficient/inc/ComponentManager.hpp | 88 ++++++++++++++++++ mwe/ecs-memory-efficient/inc/Components.h | 33 +++++++ mwe/ecs-memory-efficient/inc/GameObjectMax.h | 20 ++++ mwe/ecs-memory-efficient/inc/GameObjectMax.hpp | 6 ++ mwe/ecs-memory-efficient/src/ComponentManager.cpp | 21 +++++ mwe/ecs-memory-efficient/src/Components.cpp | 10 ++ mwe/ecs-memory-efficient/src/GameObjectMax.cpp | 5 + mwe/ecs-memory-efficient/src/main.cpp | 108 ++++++++++++++++++++++ 22 files changed, 360 insertions(+), 358 deletions(-) delete mode 100644 mwe/ecs-homemade/CMakeLists.txt delete mode 100644 mwe/ecs-homemade/inc/ComponentManager.h delete mode 100644 mwe/ecs-homemade/inc/ComponentManager.hpp delete mode 100644 mwe/ecs-homemade/inc/Components.h delete mode 100644 mwe/ecs-homemade/inc/GameObjectMax.h delete mode 100644 mwe/ecs-homemade/inc/GameObjectMax.hpp delete mode 100644 mwe/ecs-homemade/src/ComponentManager.cpp delete mode 100644 mwe/ecs-homemade/src/Components.cpp delete mode 100644 mwe/ecs-homemade/src/GameObjectMax.cpp delete mode 100644 mwe/ecs-homemade/src/main.cpp create mode 100644 mwe/ecs-memory-efficient/CMakeLists.txt create mode 100644 mwe/ecs-memory-efficient/inc/ComponentManager.h create mode 100644 mwe/ecs-memory-efficient/inc/ComponentManager.hpp create mode 100644 mwe/ecs-memory-efficient/inc/Components.h create mode 100644 mwe/ecs-memory-efficient/inc/GameObjectMax.h create mode 100644 mwe/ecs-memory-efficient/inc/GameObjectMax.hpp create mode 100644 mwe/ecs-memory-efficient/src/ComponentManager.cpp create mode 100644 mwe/ecs-memory-efficient/src/Components.cpp create mode 100644 mwe/ecs-memory-efficient/src/GameObjectMax.cpp create mode 100644 mwe/ecs-memory-efficient/src/main.cpp diff --git a/.vscode/launch.json b/.vscode/launch.json index 160d242..69e3590 100644 --- a/.vscode/launch.json +++ b/.vscode/launch.json @@ -5,7 +5,7 @@ "name": "Debug with Ninja", "type": "cppdbg", "request": "launch", - "program": "${workspaceFolder}/mwe/ecs-homemade/build/ecs-homemade.exe", + "program": "${workspaceFolder}/mwe/ecs-memory-efficient/build/ecs-memory-efficient.exe", "args": [], "stopAtEntry": true, "cwd": "${workspaceFolder}", diff --git a/.vscode/tasks.json b/.vscode/tasks.json index 19afa6f..b00cb77 100644 --- a/.vscode/tasks.json +++ b/.vscode/tasks.json @@ -9,8 +9,8 @@ "-G", "Ninja", "-B", - "${workspaceFolder}/mwe/ecs-homemade/build", // Create build folder here - "${workspaceFolder}/mwe/ecs-homemade" // Path to your source directory + "${workspaceFolder}/mwe/ecs-memory-efficient/build", // Create build folder here + "${workspaceFolder}/mwe/ecs-memory-efficient" // Path to your source directory ], "group": { "kind": "build", @@ -24,7 +24,7 @@ "command": "cmake", "args": [ "--build", - "${workspaceFolder}/mwe/ecs-homemade/build" // Build directory + "${workspaceFolder}/mwe/ecs-memory-efficient/build" // Build directory ], "dependsOn": "configure", // Ensure the configure task runs first "group": { diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt deleted file mode 100644 index 6267c1a..0000000 --- a/mwe/ecs-homemade/CMakeLists.txt +++ /dev/null @@ -1,17 +0,0 @@ -cmake_minimum_required(VERSION 3.5) -project(ecs-homemade) - -# Set the C++ standard (optional, but good practice) -set(CMAKE_CXX_STANDARD 17) -set(CMAKE_CXX_STANDARD_REQUIRED True) - -# Use the debug mode (otherwise breakpoints are not compiled) -set(CMAKE_BUILD_TYPE Debug) - -add_executable(ecs-homemade - src/main.cpp - src/ComponentManager.cpp - src/Components.cpp - src/GameObjectMax.cpp -) -target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc") diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h deleted file mode 100644 index 893aa56..0000000 --- a/mwe/ecs-homemade/inc/ComponentManager.h +++ /dev/null @@ -1,48 +0,0 @@ -#pragma once - -#include "Components.h" -#include -#include -#include -#include -#include -#include - -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 - void AddComponent(std::uint32_t id, Args&&... args); //Add a component of a specific type - template - void DeleteComponentsById(std::uint32_t id); //Deletes all components of a specific type and id - template - 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 - std::vector> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific type and id - template - std::vector, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type - -private: - static ComponentManager mInstance; //Singleton - - ComponentManager(); //Singleton - - /* - * The std::unordered_map>>> 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>>> mComponents; -}; - -#include "ComponentManager.hpp" diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp deleted file mode 100644 index 53dfddd..0000000 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ /dev/null @@ -1,88 +0,0 @@ - -template -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>>(); //If not, create a new (empty) vector<> of vector> - } - - 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(std::forward(args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> -} - -template -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>>& 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 -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 -std::vector> 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> componentVector; //Create an empty vector<> - - if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>) - - const std::vector>>& 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& componentPtr : componentArray[id]) { //Loop trough the whole vector<> - T* castedComponent = static_cast(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 -std::vector, 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::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>>& componentArray = mComponents.at(type); //Get the correct vector<> - - for (const std::vector>& component : componentArray) { //Loop through the whole vector<> - for (const std::unique_ptr& componentPtr : component) { //Loop trough the whole vector<> - T* castedComponent = static_cast(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<> -} diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h deleted file mode 100644 index 2645a45..0000000 --- a/mwe/ecs-homemade/inc/Components.h +++ /dev/null @@ -1,29 +0,0 @@ -#pragma once - -class Component { -public: - Component(); - - bool mActive; -}; - -class Sprite : public Component { -public: - void Render(); -}; - -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 deleted file mode 100644 index f0bcec9..0000000 --- a/mwe/ecs-homemade/inc/GameObjectMax.h +++ /dev/null @@ -1,20 +0,0 @@ -#pragma once - -#include -#include - -class GameObject { -public: - GameObject(std::uint32_t id, std::string name, std::string tag, int layer); - - template - 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 deleted file mode 100644 index 1e952ba..0000000 --- a/mwe/ecs-homemade/inc/GameObjectMax.hpp +++ /dev/null @@ -1,6 +0,0 @@ -#include "ComponentManager.h" - -template -void GameObject::AddComponent(Args&&... args) { - ComponentManager::GetInstance().AddComponent(mId, std::forward(args)...); -} diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp deleted file mode 100644 index 16cc2b6..0000000 --- a/mwe/ecs-homemade/src/ComponentManager.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#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 deleted file mode 100644 index 5f10bc5..0000000 --- a/mwe/ecs-homemade/src/Components.cpp +++ /dev/null @@ -1,12 +0,0 @@ -#include "Components.h" -#include - -Component::Component() : mActive(true) {} - -void Sprite::Render() { - std::cout << "Rendering sprite" << std::endl; -} - -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 deleted file mode 100644 index 62c41de..0000000 --- a/mwe/ecs-homemade/src/GameObjectMax.cpp +++ /dev/null @@ -1,5 +0,0 @@ -#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 deleted file mode 100644 index 9e230e5..0000000 --- a/mwe/ecs-homemade/src/main.cpp +++ /dev/null @@ -1,108 +0,0 @@ -#include -#include -#include - -#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 - - gameObect0.AddComponent(); //Add a sprite to entity0 - gameObect0.AddComponent(1, 2, 3); //Also add a rigidbody to entity0 - gameObect0.AddComponent(3, 2, 1); //Add a second rigidbody to entity0 - - gameObect1.AddComponent(4, 5, 6); //Only add a rigidbody to entity1 - - gameObect2.AddComponent(); //Add four sprites to entity2 - gameObect2.AddComponent(); - gameObect2.AddComponent(); - gameObect2.AddComponent(); - gameObect2.AddComponent(10, 100, 500); //Add four rigidbodies to entity2 - gameObect2.AddComponent(10, 100, 501); - gameObect2.AddComponent(10, 100, 502); - gameObect2.AddComponent(10, 100, 500); - - //Add non components to entity3, entity4, entity5 and entity6 - - gameObect7.AddComponent(); //Add a sprite to entity 7 - gameObect7.AddComponent(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> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(gameObect3.mId); - for(Sprite& spriteEntity3 : spriteOfEntity3) { - std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of entity 3" << std::endl; - std::vector> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(gameObect3.mId); - for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) { - std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all sprites of all entities" << std::endl; - std::vector, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType(); - for(auto& [sprite, id] : sprites) { - std::cout << "Sprite of id: " << id << ": " << sprite.get().mActive << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all coliders of all entities" << std::endl; - std::vector, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType(); - for(auto& [colider, id] : coliders) { - std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of all entities" << std::endl; - std::vector, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType(); - for(auto& [rigidbody, id] : rigidBodies) { - std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; - - rigidbody.get().mMass = -1; - } - 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::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType(); - 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; -} diff --git a/mwe/ecs-memory-efficient/CMakeLists.txt b/mwe/ecs-memory-efficient/CMakeLists.txt new file mode 100644 index 0000000..d072907 --- /dev/null +++ b/mwe/ecs-memory-efficient/CMakeLists.txt @@ -0,0 +1,17 @@ +cmake_minimum_required(VERSION 3.5) +project(ecs-memory-efficient) + +# 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-memory-efficient + src/main.cpp + src/ComponentManager.cpp + src/Components.cpp + src/GameObjectMax.cpp +) +target_include_directories(ecs-memory-efficient PRIVATE "${CMAKE_SOURCE_DIR}/inc") diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.h b/mwe/ecs-memory-efficient/inc/ComponentManager.h new file mode 100644 index 0000000..893aa56 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ComponentManager.h @@ -0,0 +1,48 @@ +#pragma once + +#include "Components.h" +#include +#include +#include +#include +#include +#include + +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 + void AddComponent(std::uint32_t id, Args&&... args); //Add a component of a specific type + template + void DeleteComponentsById(std::uint32_t id); //Deletes all components of a specific type and id + template + 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 + std::vector> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific type and id + template + std::vector, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type + +private: + static ComponentManager mInstance; //Singleton + + ComponentManager(); //Singleton + + /* + * The std::unordered_map>>> 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>>> mComponents; +}; + +#include "ComponentManager.hpp" diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.hpp b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp new file mode 100644 index 0000000..53dfddd --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp @@ -0,0 +1,88 @@ + +template +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>>(); //If not, create a new (empty) vector<> of vector> + } + + 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(std::forward(args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> +} + +template +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>>& 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 +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 +std::vector> 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> componentVector; //Create an empty vector<> + + if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>) + + const std::vector>>& 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& componentPtr : componentArray[id]) { //Loop trough the whole vector<> + T* castedComponent = static_cast(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 +std::vector, 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::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>>& componentArray = mComponents.at(type); //Get the correct vector<> + + for (const std::vector>& component : componentArray) { //Loop through the whole vector<> + for (const std::unique_ptr& componentPtr : component) { //Loop trough the whole vector<> + T* castedComponent = static_cast(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<> +} diff --git a/mwe/ecs-memory-efficient/inc/Components.h b/mwe/ecs-memory-efficient/inc/Components.h new file mode 100644 index 0000000..98c5fe7 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/Components.h @@ -0,0 +1,33 @@ +#pragma once + +#include + +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-memory-efficient/inc/GameObjectMax.h b/mwe/ecs-memory-efficient/inc/GameObjectMax.h new file mode 100644 index 0000000..f0bcec9 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.h @@ -0,0 +1,20 @@ +#pragma once + +#include +#include + +class GameObject { +public: + GameObject(std::uint32_t id, std::string name, std::string tag, int layer); + + template + 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-memory-efficient/inc/GameObjectMax.hpp b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp new file mode 100644 index 0000000..1e952ba --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp @@ -0,0 +1,6 @@ +#include "ComponentManager.h" + +template +void GameObject::AddComponent(Args&&... args) { + ComponentManager::GetInstance().AddComponent(mId, std::forward(args)...); +} diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp new file mode 100644 index 0000000..16cc2b6 --- /dev/null +++ b/mwe/ecs-memory-efficient/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-memory-efficient/src/Components.cpp b/mwe/ecs-memory-efficient/src/Components.cpp new file mode 100644 index 0000000..69b5eaa --- /dev/null +++ b/mwe/ecs-memory-efficient/src/Components.cpp @@ -0,0 +1,10 @@ +#include "Components.h" +#include + +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-memory-efficient/src/GameObjectMax.cpp b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp new file mode 100644 index 0000000..62c41de --- /dev/null +++ b/mwe/ecs-memory-efficient/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-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp new file mode 100644 index 0000000..9e8fbd5 --- /dev/null +++ b/mwe/ecs-memory-efficient/src/main.cpp @@ -0,0 +1,108 @@ +#include +#include +#include + +#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 + + gameObect0.AddComponent("C:/object0"); //Add a sprite to entity0 + gameObect0.AddComponent(1, 2, 3); //Also add a rigidbody to entity0 + gameObect0.AddComponent(3, 2, 1); //Add a second rigidbody to entity0 + + gameObect1.AddComponent(4, 5, 6); //Only add a rigidbody to entity1 + + gameObect2.AddComponent("C:/object2/1"); //Add four sprites to entity2 + gameObect2.AddComponent("C:/object2/2"); + gameObect2.AddComponent("C:/object2/3"); + gameObect2.AddComponent("C:/object2/4"); + gameObect2.AddComponent(10, 100, 500); //Add four rigidbodies to entity2 + gameObect2.AddComponent(10, 100, 501); + gameObect2.AddComponent(10, 100, 502); + gameObect2.AddComponent(10, 100, 500); + + //Add non components to entity3, entity4, entity5 and entity6 + + gameObect7.AddComponent("C:/object7"); //Add a sprite to entity 7 + gameObect7.AddComponent(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> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(gameObect3.mId); + for(Sprite& spriteEntity3 : spriteOfEntity3) { + std::cout << "Sprite of entity 3: " << spriteEntity3.mPath << std::endl; + } + std::cout << std::endl; + + std::cout << "Finding all rigidbodies of entity 3" << std::endl; + std::vector> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(gameObect3.mId); + for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) { + std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl; + } + std::cout << std::endl; + + std::cout << "Finding all sprites of all entities" << std::endl; + std::vector, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType(); + for(auto& [sprite, id] : sprites) { + std::cout << "Sprite of id: " << id << ": " << sprite.get().mPath << std::endl; + } + std::cout << std::endl; + + std::cout << "Finding all coliders of all entities" << std::endl; + std::vector, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType(); + for(auto& [colider, id] : coliders) { + std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl; + } + std::cout << std::endl; + + std::cout << "Finding all rigidbodies of all entities" << std::endl; + std::vector, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType(); + for(auto& [rigidbody, id] : rigidBodies) { + std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; + + rigidbody.get().mMass = -1; + } + 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::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType(); + 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; +} -- cgit v1.2.3