From 918392ec503a66e369fffa3a5a49c8afccf96a62 Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Wed, 25 Sep 2024 13:32:07 +0200 Subject: Setup CMake --- mwe/ecs-homemade/CMakeLists.txt | 10 ++++++++++ 1 file changed, 10 insertions(+) create mode 100644 mwe/ecs-homemade/CMakeLists.txt (limited to 'mwe/ecs-homemade/CMakeLists.txt') diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt new file mode 100644 index 0000000..26bf600 --- /dev/null +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -0,0 +1,10 @@ +cmake_minimum_required(VERSION 3.5) +project(ecs-homemake) + +# Set the C++ standard (optional, but good practice) +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED True) + +add_executable(ecs-homemake + src/main.cpp +) -- cgit v1.2.3 From 5458abaca5f01a4d34bb55b1b44dc4fb4e9890be Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Wed, 25 Sep 2024 21:08:54 +0200 Subject: Made a homemade ECS --- mwe/ecs-homemade/CMakeLists.txt | 6 +++- mwe/ecs-homemade/inc/ComponentManager.h | 37 ++++++++++++++++++++ mwe/ecs-homemade/inc/ComponentManager.hpp | 58 +++++++++++++++++++++++++++++++ mwe/ecs-homemade/inc/Components.h | 22 ++++++++++++ mwe/ecs-homemade/inc/GameObjectMax.h | 20 +++++++++++ mwe/ecs-homemade/inc/GameObjectMax.hpp | 6 ++++ mwe/ecs-homemade/src/ComponentManager.cpp | 9 +++++ mwe/ecs-homemade/src/Components.cpp | 10 ++++++ mwe/ecs-homemade/src/GameObjectMax.cpp | 5 +++ mwe/ecs-homemade/src/main.cpp | 36 ++++++++++++++++++- 10 files changed, 207 insertions(+), 2 deletions(-) create mode 100644 mwe/ecs-homemade/inc/ComponentManager.h create mode 100644 mwe/ecs-homemade/inc/ComponentManager.hpp create mode 100644 mwe/ecs-homemade/inc/Components.h create mode 100644 mwe/ecs-homemade/inc/GameObjectMax.h create mode 100644 mwe/ecs-homemade/inc/GameObjectMax.hpp create mode 100644 mwe/ecs-homemade/src/ComponentManager.cpp create mode 100644 mwe/ecs-homemade/src/Components.cpp create mode 100644 mwe/ecs-homemade/src/GameObjectMax.cpp (limited to 'mwe/ecs-homemade/CMakeLists.txt') diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt index 26bf600..5960181 100644 --- a/mwe/ecs-homemade/CMakeLists.txt +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -2,9 +2,13 @@ cmake_minimum_required(VERSION 3.5) project(ecs-homemake) # Set the C++ standard (optional, but good practice) -set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED True) add_executable(ecs-homemake src/main.cpp + src/ComponentManager.cpp + src/Components.cpp + src/GameObjectMax.cpp ) +target_include_directories(ecs-homemake 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..cfc5f20 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -0,0 +1,37 @@ +#pragma once + +#include "Components.h" +#include +#include +#include +#include +#include +#include + +class ComponentManager { +public: + static ComponentManager& GetInstance(); + + ComponentManager(const ComponentManager&) = delete; + ComponentManager(ComponentManager&&) = delete; + ComponentManager& operator=(const ComponentManager&) = delete; + ComponentManager& operator=(ComponentManager&&) = delete; + + template + void AddComponent(T* component, std::uint32_t id); + template + T* GetComponent(std::uint32_t id); + template + std::vector GetAllComponentIDs(); + template + std::vector GetAllComponentPointer(); + +private: + static ComponentManager mInstance; + + ComponentManager(); + + std::unordered_map> mComponents; //TODO: Make this not only work with Component* OR add extra checks at templated methodes!!! +}; + +#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..df8ea32 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -0,0 +1,58 @@ +// AddComponent implementation +template +void ComponentManager::AddComponent(T* component, std::uint32_t id) { + std::type_index type = typeid(T); + if (mComponents.find(type) == mComponents.end()) { + mComponents[type] = std::vector(); + } + // Resize the vector if the id is greater than current size + if (id >= mComponents[type].size()) { + mComponents[type].resize(id + 1, nullptr); // Initialize new slots to nullptr + } + mComponents[type][id] = component; // Store the raw pointer +} + +// GetComponent implementation +template +T* ComponentManager::GetComponent(std::uint32_t id) { + std::type_index type = typeid(T); + if (mComponents.find(type) != mComponents.end()) { + auto& componentArray = mComponents[type]; + if (id < componentArray.size()) { + return static_cast(componentArray[id]); // Cast to the correct type + } + } + return nullptr; // Return nullptr if not found +} + +// GetAllComponentIDs implementation +template +std::vector ComponentManager::GetAllComponentIDs() { + std::type_index type = typeid(T); + std::vector ids; + if (mComponents.find(type) != mComponents.end()) { + const auto& componentArray = mComponents[type]; + for (std::uint32_t id = 0; id < componentArray.size(); ++id) { + if (componentArray[id] != nullptr) { + ids.push_back(id); // Collect IDs of non-null components + } + } + } + return ids; +} + +// GetAllComponentPointer implementation +template +std::vector ComponentManager::GetAllComponentPointer() { + std::type_index type = typeid(T); + std::vector pointers; + if (mComponents.find(type) != mComponents.end()) { + const auto& componentArray = mComponents[type]; + for (const auto& component : componentArray) { + if (component != nullptr) { + pointers.push_back(static_cast(component)); // Cast to the correct type + } + } + } + return pointers; +} diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h new file mode 100644 index 0000000..1ea8428 --- /dev/null +++ b/mwe/ecs-homemade/inc/Components.h @@ -0,0 +1,22 @@ +#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; +}; diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h new file mode 100644 index 0000000..dbfe981 --- /dev/null +++ b/mwe/ecs-homemade/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(T* component); + + 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..e1a49be --- /dev/null +++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp @@ -0,0 +1,6 @@ +#include "ComponentManager.h" + +template +void GameObject::AddComponent(T* component) { + ComponentManager::GetInstance().AddComponent(component, mId); +} diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp new file mode 100644 index 0000000..287da38 --- /dev/null +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -0,0 +1,9 @@ +#include "ComponentManager.h" + +ComponentManager ComponentManager::mInstance; + +ComponentManager& ComponentManager::GetInstance() { + return mInstance; +} + +ComponentManager::ComponentManager() {} diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp new file mode 100644 index 0000000..3aece4b --- /dev/null +++ b/mwe/ecs-homemade/src/Components.cpp @@ -0,0 +1,10 @@ +#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) {} 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 index f8b829c..3dd082f 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -1,5 +1,39 @@ #include +#include +#include + +#include "ComponentManager.h" +#include "GameObjectMax.h" +#include "Components.h" int main() { - std::cout << "Hello, world!" << std::endl; + GameObject gameObect0(0, "Name: 0", "Tag: 0", 0); //Entity 0 + GameObject gameObect1(1, "Name: 1", "Tag: 1", 1); //Entity 1 + + Sprite sprite0; + Rigidbody rigidbody0(1, 2, 3); + gameObect0.AddComponent(&sprite0); //Add a sprite to entity0 + gameObect0.AddComponent(&rigidbody0); //Also add a rigidbody to entity0 + + Rigidbody rigidbody1(4, 5, 6); + gameObect1.AddComponent(&rigidbody1); //Only add a rigidbody to entity1 + + //The entities are now initialized + //Now I will demonstrate some ways of retreiving/getting components + + Rigidbody* rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponent(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0 + std::cout << "rigidbodyOfEntity0: " << rigidbodyOfEntity0->mMass << " " << rigidbodyOfEntity0->mGravityScale << " " << rigidbodyOfEntity0->mBodyType << std::endl; + std::cout << std::endl; + + std::vector rigidbodyIDs = ComponentManager::GetInstance().GetAllComponentIDs(); //Get all the IDs that have a Rigidbody component + for(std::uint32_t ID : rigidbodyIDs) { + std::cout << "Rigidbody ID: " << ID << std::endl; + } + std::cout << std::endl; + + std::vector rigidbodyComponents = ComponentManager::GetInstance().GetAllComponentPointer(); //Get all the pointers to the Rigidbody component(s) + for(Rigidbody* rigidbody : rigidbodyComponents) { + std::cout << "rigidbody: " << rigidbody->mMass << " " << rigidbody->mGravityScale << " " << rigidbody->mBodyType << std::endl; + } + std::cout << std::endl; } -- cgit v1.2.3 From aedbb8b82f13d8b390419e59cea098ea73295df5 Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Wed, 2 Oct 2024 12:33:42 +0200 Subject: Little fix in CMakeLists.txt and forced output to type debug --- mwe/ecs-homemade/CMakeLists.txt | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'mwe/ecs-homemade/CMakeLists.txt') diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt index 5960181..2819727 100644 --- a/mwe/ecs-homemade/CMakeLists.txt +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -1,14 +1,17 @@ cmake_minimum_required(VERSION 3.5) -project(ecs-homemake) +project(ecs-homemade) # Set the C++ standard (optional, but good practice) set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED True) -add_executable(ecs-homemake +# 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-homemake PRIVATE "${CMAKE_SOURCE_DIR}/inc") +target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc") -- cgit v1.2.3 From 2bd37e7d98728d72ba44da18eefea91547a7885a Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Wed, 2 Oct 2024 15:26:24 +0200 Subject: Refactored componentManager (it now uses smart pointer, does not return raw pointers (it only returns references) and it is now possible to store multiple components of the same type for the same entity) --- mwe/ecs-homemade/CMakeLists.txt | 2 +- mwe/ecs-homemade/inc/ComponentManager.h | 33 +++++++------ mwe/ecs-homemade/inc/ComponentManager.hpp | 77 +++++++++++++++---------------- mwe/ecs-homemade/src/main.cpp | 20 ++++---- 4 files changed, 65 insertions(+), 67 deletions(-) (limited to 'mwe/ecs-homemade/CMakeLists.txt') diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt index 2819727..6267c1a 100644 --- a/mwe/ecs-homemade/CMakeLists.txt +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.5) project(ecs-homemade) # Set the C++ standard (optional, but good practice) -set(CMAKE_CXX_STANDARD 14) +set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED True) # Use the debug mode (otherwise breakpoints are not compiled) diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h index 5b0629f..763c28e 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.h +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -6,31 +6,38 @@ #include #include #include -#include +#include class ComponentManager { public: - static ComponentManager& GetInstance(); + static ComponentManager& GetInstance(); //Singleton - ComponentManager(const ComponentManager&) = delete; - ComponentManager(ComponentManager&&) = delete; - ComponentManager& operator=(const ComponentManager&) = delete; - ComponentManager& operator=(ComponentManager&&) = delete; + 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); + void AddComponent(std::uint32_t id, Args&&... args); //Add a component + //TODO: void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id + //TODO: void DeleteAllComponents(); //Deletes all components + template - std::vector> GetComponentsOfID(std::uint32_t id); - /*template - std::vector GetAllComponentIDs(); + std::vector> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific id template - std::vector GetAllComponentPointer();*/ + std::vector, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type private: - static ComponentManager mInstance; + static ComponentManager mInstance; //Singleton - ComponentManager(); + 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; }; diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp index a7fc30f..03135a8 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -4,68 +4,63 @@ 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 unique_ptr + 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 this automatically) + 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 correct vector + 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 -std::vector> ComponentManager::GetComponentsOfID(std::uint32_t id) { - std::type_index type = typeid(T); +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<> - std::vector> componentVector; + if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_list<>) - if (mComponents.find(type) != mComponents.end()) { + const std::vector>>& componentArray = mComponents.at(type); //Get the correct vector<> - const auto& componentArray = mComponents[type]; + 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 (id < componentArray.size()) { - for (const auto& componentPtr : componentArray[id]) { - // Use static_cast instead of dynamic_cast - T* castedComponent = static_cast(componentPtr.get()); - if (castedComponent) { // Ensure cast was successful - componentVector.push_back(*castedComponent); // Add the raw pointer to the vector + if (castedComponent) { //Ensure that the cast was successful + componentVector.push_back(*castedComponent); //Add the dereferenced raw pointer to the vector<> } } } } - return componentVector; // Return empty vector if not found + return componentVector; //Return the vector<> } -/*// GetAllComponentIDs implementation template -std::vector ComponentManager::GetAllComponentIDs() { - std::type_index type = typeid(T); - std::vector ids; - if (mComponents.find(type) != mComponents.end()) { - const auto& componentArray = mComponents[type]; - for (std::uint32_t id = 0; id < componentArray.size(); ++id) { - if (componentArray[id] != nullptr) { - ids.push_back(id); // Collect IDs of non-null components - } - } - } - return ids; -} +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<>) -// GetAllComponentPointer implementation -template -std::vector ComponentManager::GetAllComponentPointer() { - std::type_index type = typeid(T); - std::vector pointers; - if (mComponents.find(type) != mComponents.end()) { - const auto& componentArray = mComponents[type]; - for (const auto& component : componentArray) { - if (component != nullptr) { - pointers.push_back(static_cast(component)); // Cast to the correct type + 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_list<>) + + 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.push_back(std::make_pair(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 pointers; -}*/ + + return componentVector; +} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 73f710b..f72a044 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -14,6 +14,7 @@ int main() { //Rigidbody rigidbody0(1, 2, 3); 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 //Rigidbody rigidbody1(4, 5, 6); gameObect1.AddComponent(4, 5, 6); //Only add a rigidbody to entity1 @@ -21,19 +22,14 @@ int main() { //The entities are now initialized //Now I will demonstrate some ways of retreiving/getting components - std::vector> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsOfID(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0 - std::cout << "rigidbodyOfEntity0: " << rigidbodyOfEntity0[0].get().mMass << " " << rigidbodyOfEntity0[0].get().mGravityScale << " " << rigidbodyOfEntity0[0].get().mBodyType << std::endl; - std::cout << std::endl; - - /*std::vector rigidbodyIDs = ComponentManager::GetInstance().GetAllComponentIDs(); //Get all the IDs that have a Rigidbody component - for(std::uint32_t ID : rigidbodyIDs) { - std::cout << "Rigidbody ID: " << ID << std::endl; + std::vector> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0 + for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) { + std::cout << "rigidbodyOfEntity0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl; + std::cout << std::endl; } - std::cout << std::endl; - std::vector rigidbodyComponents = ComponentManager::GetInstance().GetAllComponentPointer(); //Get all the pointers to the Rigidbody component(s) - for(Rigidbody* rigidbody : rigidbodyComponents) { - std::cout << "rigidbody: " << rigidbody->mMass << " " << rigidbody->mGravityScale << " " << rigidbody->mBodyType << 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; } - std::cout << std::endl;*/ } -- cgit v1.2.3