From c767ef1e3d1d78e50eb1b6d9824b1c8961d68524 Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Sat, 5 Oct 2024 12:07:18 +0200 Subject: First setup --- mwe/ecs-memory-efficient/src/main.cpp | 106 +++++++++------------------------- 1 file changed, 26 insertions(+), 80 deletions(-) (limited to 'mwe/ecs-memory-efficient/src/main.cpp') 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 #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("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 + GameObject* gameObject[1000]; - gameObect1.AddComponent(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("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; + 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> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(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> 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::vector> 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::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType(); - for(auto& [sprite, id] : sprites) { - std::cout << "Sprite of id: " << id << ": " << sprite.get().mPath << std::endl; + std::vector> 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::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType(); - for(auto& [colider, id] : coliders) { - std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl; + std::vector> 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::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 < 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::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