blob: b564b8c877ed1b4745d6816da6cab97514ab79a5 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
|
#include <chrono>
#include <cstdint>
#include <iostream>
#include <vector>
#include "ComponentManager.h"
#include "Components.h"
#include "GameObjectMax.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]->addSpriteComponent("C:/Test");
gameObject[i]->addRigidbodyComponent(0, 0, i);
gameObject[i]->addColiderComponent(i);
}
auto stopAdding = std::chrono::high_resolution_clock::now();
//This is what systems would do:
std::vector<std::reference_wrapper<Sprite>> allSprites
= ComponentManager::GetInstance().getAllSpriteReferences();
for (Sprite & sprite : allSprites) {
//std::cout << sprite.mPath << std::endl;
}
//std::cout << std::endl;
std::vector<std::reference_wrapper<Rigidbody>> allRigidbody
= ComponentManager::GetInstance().getAllRigidbodyReferences();
for (Rigidbody & rigidbody : allRigidbody) {
//std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << std::endl;
}
//std::cout << std::endl;
std::vector<std::reference_wrapper<Colider>> allColider
= ComponentManager::GetInstance().getAllColiderReferences();
for (Colider & colider : allColider) {
//std::cout << colider.mSize << 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;
}
|