From 2f644ac353f65cd182be13549e32e9b9409f7aad Mon Sep 17 00:00:00 2001 From: max-001 Date: Thu, 10 Oct 2024 13:20:35 +0200 Subject: Clang-format --- mwe/ecs-homemade/src/main.cpp | 35 ++++++++++++++++++++--------------- 1 file changed, 20 insertions(+), 15 deletions(-) (limited to 'mwe/ecs-homemade/src/main.cpp') diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 41f7d6d..330e154 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -1,54 +1,59 @@ +#include +#include #include #include -#include -#include #include "ComponentManager.h" -#include "GameObjectMax.h" #include "Components.h" +#include "GameObjectMax.h" int main() { auto startAdding = std::chrono::high_resolution_clock::now(); - GameObject* gameObject[100000]; + GameObject * gameObject[100000]; - for(int i = 0; i < 100000; ++i) { + for (int i = 0; i < 100000; ++i) { gameObject[i] = new GameObject(i, "Name", "Tag", 0); gameObject[i]->AddComponent("C:/Test"); gameObject[i]->AddComponent(0, 0, i); gameObject[i]->AddComponent(i); } - + auto stopAdding = std::chrono::high_resolution_clock::now(); //This is what systems would do: - std::vector> sprites = ComponentManager::GetInstance().GetComponentsByType(); - for(Sprite& sprite : sprites) { + std::vector> sprites + = ComponentManager::GetInstance().GetComponentsByType(); + for (Sprite & sprite : sprites) { //std::cout << sprite.get().mPath << std::endl; } //std::cout << std::endl; - std::vector> rigidBodies = ComponentManager::GetInstance().GetComponentsByType(); - for(Rigidbody& rigidbody : rigidBodies) { + std::vector> rigidBodies + = ComponentManager::GetInstance().GetComponentsByType(); + for (Rigidbody & rigidbody : rigidBodies) { //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; } //std::cout << std::endl; - std::vector> coliders = ComponentManager::GetInstance().GetComponentsByType(); - for(Colider& colider : coliders) { + std::vector> coliders + = ComponentManager::GetInstance().GetComponentsByType(); + for (Colider & colider : coliders) { //std::cout << colider.get().mSize << std::endl; } auto stopLooping = std::chrono::high_resolution_clock::now(); for (int i = 0; i < 100000; ++i) { - delete gameObject[i]; + delete gameObject[i]; } - auto Addtime = std::chrono::duration_cast(stopAdding - startAdding); - auto LoopTime = std::chrono::duration_cast(stopLooping - stopAdding); + 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