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#include <iostream>
#include <vector>
#include <cstdint>
#include <chrono>
#include "ComponentManager.h"
#include "GameObjectMax.h"
#include "Components.h"
int main() {
auto startAdding = std::chrono::high_resolution_clock::now();
GameObject* gameObject[100000];
for(int i = 0; i < 100000; ++i) {
gameObject[i] = new GameObject(i, "Name", "Tag", 0);
gameObject[i]->AddComponent<Sprite>("C:/Test");
gameObject[i]->AddComponent<Rigidbody>(0, 0, i);
gameObject[i]->AddComponent<Colider>(i);
}
auto stopAdding = std::chrono::high_resolution_clock::now();
//This is what systems would do:
std::vector<std::pair<std::reference_wrapper<Sprite>, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
for(auto& [sprite, id] : sprites) {
std::cout << sprite.get().mPath << std::endl;
}
std::cout << std::endl;
std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
for(auto& [rigidbody, id] : rigidBodies) {
std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
}
std::vector<std::pair<std::reference_wrapper<Colider>, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>();
for(auto& [colider, id] : coliders) {
std::cout << colider.get().mSize << std::endl;
}
std::cout << std::endl;
auto stopLooping = std::chrono::high_resolution_clock::now();
for (int i = 0; i < 100000; ++i) {
delete gameObject[i];
}
auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(stopAdding - startAdding);
auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(stopLooping - stopAdding);
std::cout << "AddTime: " << Addtime.count() << " us" << std::endl;
std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl;
}
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