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/inc/Components.h | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 mwe/ecs-homemade/inc/Components.h (limited to 'mwe/ecs-homemade/inc/Components.h') 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; +}; -- cgit v1.2.3 From 9ef08417da5d3aada6306b70a056355071b8c3ca Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Wed, 2 Oct 2024 15:54:36 +0200 Subject: Improved tests --- mwe/ecs-homemade/inc/Components.h | 7 ++++ mwe/ecs-homemade/src/Components.cpp | 2 + mwe/ecs-homemade/src/main.cpp | 84 ++++++++++++++++++++++++++++++++++--- 3 files changed, 87 insertions(+), 6 deletions(-) (limited to 'mwe/ecs-homemade/inc/Components.h') diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h index 1ea8428..2645a45 100644 --- a/mwe/ecs-homemade/inc/Components.h +++ b/mwe/ecs-homemade/inc/Components.h @@ -20,3 +20,10 @@ public: int mGravityScale; int mBodyType; }; + +class Colider : public Component { +public: + Colider(int size); + + int mSize; +}; diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp index 3aece4b..5f10bc5 100644 --- a/mwe/ecs-homemade/src/Components.cpp +++ b/mwe/ecs-homemade/src/Components.cpp @@ -8,3 +8,5 @@ void Sprite::Render() { } 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/main.cpp b/mwe/ecs-homemade/src/main.cpp index f72a044..6ab0adc 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -9,27 +9,99 @@ 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 - //Sprite sprite0; - //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 + 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 only a sprite to entity 7 + //The entities are now initialized //Now I will demonstrate some ways of retreiving/getting components - std::vector> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0 + 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 << "rigidbodyOfEntity0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl; - std::cout << std::endl; + 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; } -- cgit v1.2.3 From 4ec01101ddc04f4f30d0aa0b4f3f71fa74e0e6f3 Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Sat, 5 Oct 2024 12:25:10 +0200 Subject: Added some time testing for comparison --- .vscode/settings.json | 6 ++- mwe/ecs-homemade/inc/Components.h | 6 ++- mwe/ecs-homemade/src/Components.cpp | 4 +- mwe/ecs-homemade/src/main.cpp | 104 +++++++++--------------------------- 4 files changed, 36 insertions(+), 84 deletions(-) (limited to 'mwe/ecs-homemade/inc/Components.h') diff --git a/.vscode/settings.json b/.vscode/settings.json index 52c6107..27ae565 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -54,6 +54,10 @@ "cinttypes": "cpp", "typeindex": "cpp", "typeinfo": "cpp", - "variant": "cpp" + "variant": "cpp", + "chrono": "cpp", + "ratio": "cpp", + "iomanip": "cpp", + "sstream": "cpp" } } diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h index 2645a45..98c5fe7 100644 --- a/mwe/ecs-homemade/inc/Components.h +++ b/mwe/ecs-homemade/inc/Components.h @@ -1,5 +1,7 @@ #pragma once +#include + class Component { public: Component(); @@ -9,7 +11,9 @@ public: class Sprite : public Component { public: - void Render(); + Sprite(std::string path); + + std::string mPath; }; class Rigidbody : public Component { diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp index 5f10bc5..69b5eaa 100644 --- a/mwe/ecs-homemade/src/Components.cpp +++ b/mwe/ecs-homemade/src/Components.cpp @@ -3,9 +3,7 @@ Component::Component() : mActive(true) {} -void Sprite::Render() { - std::cout << "Rendering sprite" << std::endl; -} +Sprite::Sprite(std::string path) : mPath(path) {} Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 9e230e5..122311a 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -1,108 +1,54 @@ #include #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 + auto startAdding = std::chrono::high_resolution_clock::now(); - 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 + GameObject* gameObject[100000]; - gameObect1.AddComponent(4, 5, 6); //Only add a rigidbody to entity1 + for(int i = 0; i < 100000; ++i) { + gameObject[i] = new GameObject(i, "Name", "Tag", 0); - 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; + gameObject[i]->AddComponent("C:/Test"); + gameObject[i]->AddComponent(0, 0, i); + gameObject[i]->AddComponent(i); } - std::cout << std::endl; + + auto stopAdding = std::chrono::high_resolution_clock::now(); - 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; + //This is what systems would do: - 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 << sprite.get().mPath << std::endl; } std::cout << std::endl; - std::cout << "Finding all coliders of all entities" << std::endl; + std::vector, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType(); + for(auto& [rigidbody, id] : rigidBodies) { + std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << 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 << 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; + auto stopLooping = std::chrono::high_resolution_clock::now(); - rigidbody.get().mMass = -1; + for (int i = 0; i < 100000; ++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::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; + auto Addtime = std::chrono::duration_cast(stopAdding - startAdding); + auto LoopTime = std::chrono::duration_cast(stopLooping - stopAdding); + std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; + std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; } -- cgit v1.2.3