spaces
This commit is contained in:
163
README.md
163
README.md
@@ -25,6 +25,7 @@
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* [Multi component standard view](#multi-component-standard-view)
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* [Persistent View](#persistent-view)
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* [Give me everything](#give-me-everything)
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* [Spaces](#spaces)
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* [Side notes](#side-notes)
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* [Crash Course: core functionalities](#crash-course-core-functionalities)
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* [Compile-time identifiers](#compile-time-identifiers)
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@@ -76,7 +77,7 @@ Requests for feature, PR, suggestions ad feedback are highly appreciated.
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If you find you can help me and want to contribute to the `EnTT` framework with
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your experience or you do want to get part of the project for some other
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reason, feel free to contact me directly (you can find the mail in the
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reasons, feel free to contact me directly (you can find the mail in the
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[profile](https://github.com/skypjack)).<br/>
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I can't promise that each and every contribution will be accepted, but I can
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assure that I'll do my best to take them all seriously.
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@@ -91,6 +92,7 @@ compile-time or at runtime).
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* An incredibly fast entity-component system based on sparse sets, with its own
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views and a _pay for what you use_ policy to adjust performance and memory usage
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according to the users' requirements.
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* Spaces, a nice and easy way to create partitions between entities.
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* Actor class for those who aren't confident with entity-component systems.
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* The smallest and most basic implementation of a service locator ever seen.
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* A cooperative scheduler for processes of any type.
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@@ -175,8 +177,7 @@ case.<br/>
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In the end, I did it, but it wasn't much satisfying. Actually it wasn't
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satisfying at all. The fastest and nothing more, fairly little indeed. When I
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realized it, I tried hard to keep intact the great performance of `EnTT` and to
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add all the features I wanted to see in *my* entity-component system at the same
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time.
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add all the features I wanted to see in *my own library* at the same time.
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Today `EnTT` is finally what I was looking for: still faster than its
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_competitors_, lower memory usage in the average case, a really good API and an
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@@ -194,21 +195,32 @@ Dell XPS 13 out of the mid 2014):
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| Create 1M entities | 0.0167s | **0.0046s** |
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| Destroy 1M entities | 0.0053s | **0.0022s** |
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| Standard view, 1M entities, one component | 0.0012s | **1.9e-07s** |
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| Standard view, 1M entities, two components | 0.0012s | **0.0010s** |
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| Standard view, 1M entities, two components<br/>Half of the entities have all the components | 0.0009s | **0.0006s** |
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| Standard view, 1M entities, two components | 0.0012s | **3.8e-07s** |
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| Standard view, 1M entities, two components<br/>Half of the entities have all the components | 0.0009s | **3.8e-07s** |
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| Standard view, 1M entities, two components<br/>One of the entities has all the components | 0.0008s | **1.0e-06s** |
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| Persistent view, 1M entities, two components | 0.0012s | **2.8e-07s** |
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| Standard view, 1M entities, five components | **0.0010s** | 0.0024s |
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| Standard view, 1M entities, five components | 0.0010s | **7.0e-07s** |
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| Persistent view, 1M entities, five components | 0.0010s | **2.8e-07s** |
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| Standard view, 1M entities, ten components | **0.0011s** | 0.0058s |
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| Standard view, 1M entities, ten components<br/>Half of the entities have all the components | **0.0010s** | 0.0032s |
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| Standard view, 1M entities, ten components<br/>One of the entities has all the components | 0.0008s | **1.7e-06s** |
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| Standard view, 1M entities, ten components | 0.0011s | **1.2e-06s** |
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| Standard view, 1M entities, ten components<br/>Half of the entities have all the components | 0.0010s | **1.2e-06s** |
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| Standard view, 1M entities, ten components<br/>One of the entities has all the components | 0.0008s | **1.2e-06s** |
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| Persistent view, 1M entities, ten components | 0.0011s | **3.0e-07s** |
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| Sort 150k entities, one component<br/>Arrays are in reverse order | - | **0.0036s** |
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| Sort 150k entities, enforce permutation<br/>Arrays are in reverse order | - | **0.0005s** |
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Note: The default version of `EntityX` (`master` branch) wasn't added to the
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comparison because it's already much slower than its compile-time counterpart.
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comparison because it's already much slower than its compile-time
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counterpart.
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Pretty interesting, aren't them? In fact, these benchmarks are the same used by
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`EntityX` to show _how good it is_. To be honest, they aren't so good and these
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results shouldn't be taken much seriously.<br/>
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The proposed entity-component system is incredibly fast to iterate entities and
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the compiler can make a lot of optimizations as long as components aren't used.
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Similarly, its extra level of indirection pulls in a lot of interesting features
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(as an example, it's possible to create/destroy entities and components during
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iterations) with the risk of slowing down everything if users do not use it
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carefully and choose the right tool (namely the best _view_) in each case.
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`EnTT` includes its own tests and benchmarks. See
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[benchmark.cpp](https://github.com/skypjack/entt/blob/master/test/benchmark.cpp)
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@@ -333,7 +345,7 @@ The `Registry` to store, the `View` to iterate. That's all.
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An entity (the _E_ of an _ECS_) is an opaque identifier that users should just
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use as-is and store around if needed. Do not try to inspect an entity
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identifier, its type can change in future and a registry offers all the
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identifier, its format can change in future and a registry offers all the
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functionalities to query them out-of-the-box. The underlying type of an entity
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(either `std::uint16_t`, `std::uint32_t` or `std::uint64_t`) can be specified
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when defining a registry (actually the `DefaultRegistry` is nothing more than a
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@@ -652,6 +664,14 @@ In fact, there are two functions that respond to slightly different needs:
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## View: to persist or not to persist?
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First of all, it is worth answering an obvious question: why views?<br/>
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Roughly speaking, they are a good tool to enforce single responsibility. A
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system that has access to a registry can create and destroy entities, as well as
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assign and remove components. On the other side, a system that has access to a
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view can only iterate entities and their components as well as modify their data
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members.<br/>
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It is a subtle difference that can help designing a better software sometimes.
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There are mainly two kinds of views: standard (also known as `View`) and
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persistent (also known as `PersistentView`).<br/>
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Both of them have pros and cons to take in consideration. In particular:
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@@ -729,7 +749,7 @@ terms of performance in all the situation. This kind of views can access the
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underlying data structures directly and avoid superfluous checks.<br/>
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They offer a bunch of functionalities to get the number of entities they are
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going to return and a raw access to the entity list as well as to the component
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list.<br/>
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list. It's also possible to ask a view if it contains a given entity.<br/>
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Refer to the [official documentation](https://skypjack.github.io/entt/) for all
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the details.
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@@ -774,7 +794,8 @@ set of candidates in order to speed up iterations.<br/>
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They offer fewer functionalities than their companion views for single
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component. In particular, a multi component standard view exposes utility
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functions to reset its internal state (optimization purposes) and to get the
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estimated number of entities it is going to return.<br/>
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estimated number of entities it is going to return. It's also possible to ask a
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view if it contains a given entity.<br/>
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Refer to the [official documentation](https://skypjack.github.io/entt/) for all
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the details.
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@@ -850,7 +871,8 @@ immediately and does nothing.
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A persistent view offers a bunch of functionalities to get the number of
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entities it's going to return, a raw access to the entity list and the
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possibility to sort the underlying data structures according to the order of one
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of the components for which it has been constructed.<br/>
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of the components for which it has been constructed. It's also possible to ask a
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view if it contains a given entity.<br/>
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Refer to the [official documentation](https://skypjack.github.io/entt/) for all
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the details.
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@@ -928,6 +950,119 @@ In general, all these functions can result in poor performance.<br/>
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entity. For similar reasons, `orphans` can be even slower. Both functions should
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not be used frequently to avoid the risk of a performance hit.
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## Spaces
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Spaces are sort of partitions of a registry. They can be used to easily get a
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subset of the entities of a view or a registry without recurring to multiple
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registries to separate them explicitly.<br/>
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To learn more about their intended use,
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[here](https://gamedevelopment.tutsplus.com/tutorials/spaces-useful-game-object-containers--gamedev-14091)
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is an interesting article that goes deep into the topic.
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Spaces aren't for free. In most of the cases, the cost isn't relevant. However,
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keep in mind that they add an extra check during iterations and it could slow
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down a bit the whole thing.<br/>
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Alternatives to spaces exist, but they have their own problems:
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* Multiple registries: memory usage tends to grow up and some tasks are just
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more difficult to accomplish (as an example, putting an entity logically in
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more than one registry requires syncing them and it can quickly become a
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problem).
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* Dedicated components: memory usage tends to grow up and the number of spaces
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is fixed and defined at compile-time (at least, it ought to be for performance
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reasons), moreover the solution is much more error-prone.
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Another benefit of spaces defined as an external class is that users of a space
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do not have access to the whole registry, thus separation of responsibility is
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automatically enforced. In both the alternatives described above, systems have
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access to the whole set of entities instead and can easily break the contract
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with the callers.
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The `EnTT` framework offers support to spaces out of the box. Spaces are
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constructed using a registry to which they refer:
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```cpp
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entt::DefaultRegistry registry;
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entt::Space<typename entt::DefaultRegistry::entity_type> space{registry};
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```
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They offer the classical set of member functions to know the estimated number of
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entities and to check if a space has a given entity.<br/>
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Refer to the [official documentation](https://skypjack.github.io/entt/) for all
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the details.
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In addition, they expose two member functions to create an entity through a
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space or to assign to a space an already existent entity, other than member
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functions to remove entities from a space:
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```cpp
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// creates an entity using a space
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auto entity = space.create();
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// assigns an already existent entity to a space
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space.assign(registry.create());
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// removes an entity from the given space
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space.remove(entity);
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// removes all the entities from a space
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space.reset();
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```
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Entities returned through the `create` member function are created directly into
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the underlying registry and assigned immediately to the space.<br/>
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Removing an entity from a space doesn't mean that it's destroyed within the
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underlying registry in any case.
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Spaces and thus the entities they contain can be easily iterated in a range-for
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loop:
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```cpp
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for(auto entity: space) {
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// ...
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}
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```
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However, this isn't the best way to iterate entities in a space, mainly because
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this member function returns all the entities it contains, no matter what are
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their components. To iterate entities that have specific components, spaces
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expose two dedicated member functions that differ for the view they use under
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the hood:
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```cpp
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// uses a standard view internally
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space.view<AComponent, AnotherComponent>([](auto entity, auto &aComponent, auto &anotherComponent) {
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// ...
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});
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// uses a persistent view internally
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space.persisten<AComponent, AnotherComponent>([](auto entity, auto &aComponent, auto &anotherComponent) {
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// ...
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});
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```
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Spaces get rid of entities that are no longer in use during iterations. They
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aren't kept in sync with a registry each and every time an entity is destroyed
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so as to avoid penalties in terms of performance. Instead, spaces remove invalid
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entities as soon as they are detected during iterations.
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Because of the _lazy clean_ policy, the size of a space could grow up if
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destroyed entities are never detected for some reasons. To avoid it, spaces has
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a member function named `shrink` that forces a clean up and reduce the size to a
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minimum:
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```cpp
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// gets rid of all the invalid entities still tracked by a space
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space.shrink();
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```
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Note that the size of a space isn't a problem in terms of performance. Views
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rule during iterations, mainly because of the order which may have been imposed
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by the user for some reasons and must be respected. Therefore unused entities
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are never visited and thus they don't affect iterations. However, memory usage
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can be reduced by shrinking spaces every so often.
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## Side notes
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* Entity identifiers are numbers and nothing more. They are not classes and they
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3
TODO
3
TODO
@@ -3,8 +3,7 @@
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* to analyze, long term feature: systems organizer based on dependency graphs for implicit parallelism (I don't want to think anymore in future :-))
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* save/restore functionalities - see #27
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* parent-child relationships between entities directly managed by the registry. is it possible to do that in a clean and safe way?
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* blueprint registry - external tool, kind of factory to create entitites template for initialization
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* scene management (I prefer the concept of spaces, that is a kind of scene anyway)
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* blueprint registry - kind of factory to create entitites template for initialization (get rid of the extra versions of Registry::create)
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* raw view (affects sparse sets - custom iterator in derived one - and introduces a new kind of view): single component view to iterate components only instead of entities (in the right order!!)
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it should speed up systems like rendering or whatever requires a single component and isn't interested in the entity, for it avoids the double check of the get
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* AOB
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268
src/entt/entity/space.hpp
Normal file
268
src/entt/entity/space.hpp
Normal file
@@ -0,0 +1,268 @@
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#ifndef ENTT_ENTITY_SPACE_HPP
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#define ENTT_ENTITY_SPACE_HPP
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#include <utility>
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#include "sparse_set.hpp"
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#include "registry.hpp"
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namespace entt {
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/**
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* @brief A space is a sort of partition of a registry.
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*
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* Spaces can be used to create partitions of a registry. They can be useful for
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* logically separating menus, world and any other type of scene, while still
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* using only one registry.<br/>
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* Similar results are obtained either using multiple registries or using
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* dedicated components, even though in both cases the memory usage isn't the
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* same. On the other side, spaces can introduce performance hits that are
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* sometimes unacceptable (mainly if you are working on AAA games or kind of).
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*
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* For more details about spaces and their use, take a look at this article:
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* https://gamedevelopment.tutsplus.com/tutorials/spaces-useful-game-object-containers--gamedev-14091
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*
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* @tparam Entity A valid entity type (see entt_traits for more details).
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*/
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template<typename Entity>
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class Space: private SparseSet<Entity> {
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using view_type = SparseSet<Entity>;
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template<typename View, typename Func>
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inline void each(View view, Func func) {
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// use the view to iterate so as to respect order of components if any
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view.each([func = std::move(func), this](auto entity, auto &&... components) {
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if(this->has(entity)) {
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if(this->data()[this->get(entity)] == entity) {
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func(entity, std::forward<decltype(components)>(components)...);
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} else {
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// lazy destroy to avoid keeping a space in sync
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this->destroy(entity);
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}
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}
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});
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}
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public:
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/*! @brief Type of registry to which the space refers. */
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using registry_type = Registry<Entity>;
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/*! @brief Underlying entity identifier. */
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using entity_type = typename registry_type::entity_type;
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/*! @brief Input iterator type. */
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using iterator_type = typename view_type::iterator_type;
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/*! @brief Unsigned integer type. */
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using size_type = typename view_type::size_type;
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/**
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* @brief Constructs a space by using the given registry.
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* @param registry An entity-component system properly initialized.
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*/
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Space(registry_type ®istry)
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: registry{registry}
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{}
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/**
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* @brief Returns the number of entities tracked by a space.
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* @return Number of entities tracked by the space.
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*/
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size_type size() const noexcept {
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return SparseSet<Entity>::size();
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}
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/**
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* @brief Checks if there exists at least an entity tracked by a space.
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* @return True if the space tracks at least an entity, false otherwise.
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*/
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bool empty() const noexcept {
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return SparseSet<Entity>::empty();
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}
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/**
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* @brief Returns an iterator to the first entity tracked by a space.
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*
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* The returned iterator points to the first entity tracked by the space. If
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* the space is empty, the returned iterator will be equal to `end()`.
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*
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* @return An iterator to the first entity tracked by a space.
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*/
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iterator_type begin() const noexcept {
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return SparseSet<Entity>::begin();
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}
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/**
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* @brief Returns an iterator that is past the last entity tracked by a
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* space.
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*
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* The returned iterator points to the entity following the last entity
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* tracked by the space. Attempting to dereference the returned iterator
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* results in undefined behavior.
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*
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* @return An iterator to the entity following the last entity tracked by a
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* space.
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*/
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iterator_type end() const noexcept {
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return SparseSet<Entity>::end();
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}
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/**
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* @brief Checks if a space contains an entity.
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* @param entity A valid entity identifier.
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* @return True if the space contains the given entity, false otherwise.
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*/
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bool contains(entity_type entity) const noexcept {
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return this->has(entity) && this->data()[this->get(entity)] == entity;
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}
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/**
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* @brief Creates a new entity and returns it.
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*
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* The space creates an entity from the underlying registry and registers it
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* immediately before to return the identifier. Use the `assign` member
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* function to register an already existent entity created at a different
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* time.
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*
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* The returned entity has no components assigned.
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*
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* @return A valid entity identifier.
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*/
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entity_type create() {
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const auto entity = registry.create();
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assign(entity);
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return entity;
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}
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/**
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* @brief Assigns an entity to a space.
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||||
*
|
||||
* The space starts tracking the given entity and will return it during
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||||
* iterations whenever required.<br/>
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||||
* Entities can be assigned to more than one space at the same time.
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||||
*
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||||
* @warning
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||||
* Attempting to use an invalid entity or to assign an entity that doesn't
|
||||
* belong to the underlying registry results in undefined behavior.<br/>
|
||||
* An assertion will abort the execution at runtime in debug mode in case of
|
||||
* invalid entity or if the registry doesn't own the entity.
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||||
*
|
||||
* @param entity A valid entity identifier.
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||||
*/
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void assign(entity_type entity) {
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||||
assert(registry.valid(entity));
|
||||
|
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if(this->has(entity)) {
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||||
this->destroy(entity);
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||||
}
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||||
|
||||
this->construct(entity);
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||||
}
|
||||
|
||||
/**
|
||||
* @brief Removes an entity from a space.
|
||||
*
|
||||
* The space stops tracking the given entity and won't return it anymore
|
||||
* during iterations.<br/>
|
||||
* In case the entity belongs to more than one space, it won't be removed
|
||||
* automatically from all the other ones as a consequence of invoking this
|
||||
* function.
|
||||
*
|
||||
* @param entity A valid entity identifier.
|
||||
*/
|
||||
void remove(entity_type entity) {
|
||||
if(this->has(entity)) {
|
||||
this->destroy(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Iterates entities using a standard view under the hood.
|
||||
*
|
||||
* A space does not return directly views to iterate entities because it
|
||||
* requires to apply a filter to those sets. Instead, it uses a view
|
||||
* internally and returns only those entities that are tracked by the space
|
||||
* itself.<br/>
|
||||
* This member function can be used to iterate a space by means of a
|
||||
* standard view. Naming the function the same as the type of view used to
|
||||
* perform the task proved to be a good choice so as not to tricky users.
|
||||
*
|
||||
* @note
|
||||
* Performance tend to degenerate when the number of components to iterate
|
||||
* grows up and the most of the entities have all the given components.<br/>
|
||||
* To get a performance boost, consider using the `persistent` member
|
||||
* function instead.
|
||||
*
|
||||
* @tparam Component Type of components used to construct the view.
|
||||
* @tparam Func Type of the function object to invoke.
|
||||
* @param func A valid function object.
|
||||
*/
|
||||
template<typename... Component, typename Func>
|
||||
void view(Func func) {
|
||||
each(registry.template view<Component...>(), std::move(func));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Iterates entities using a persistent view under the hood.
|
||||
*
|
||||
* A space does not return directly views to iterate entities because it
|
||||
* requires to apply a filter to those sets. Instead, it uses a view
|
||||
* internally and returns only those entities that are tracked by the space
|
||||
* itself.<br/>
|
||||
* This member function can be used to iterate a space by means of a
|
||||
* persistent view. Naming the function the same as the type of view used to
|
||||
* perform the task proved to be a good choice so as not to tricky users.
|
||||
*
|
||||
* @tparam Component Type of components used to construct the view.
|
||||
* @tparam Func Type of the function object to invoke.
|
||||
* @param func A valid function object.
|
||||
*/
|
||||
template<typename... Component, typename Func>
|
||||
void persistent(Func func) {
|
||||
each(registry.template persistent<Component...>(), std::move(func));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Performs a clean up step.
|
||||
*
|
||||
* Spaces do a lazy cleanup during iterations to avoid introducing
|
||||
* performance hits when entities are destroyed.<br/>
|
||||
* This function can be used to force a clean up step and to get rid of all
|
||||
* those entities that are still tracked by a space but have been destroyed
|
||||
* in the underlying registry.
|
||||
*/
|
||||
void shrink() {
|
||||
for(auto entity: *this) {
|
||||
if(!registry.fast(entity)) {
|
||||
this->destroy(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Resets a whole space.
|
||||
*
|
||||
* The space stops tracking all the entities assigned to it so far. After
|
||||
* calling this function, iterations won't return any entity.
|
||||
*/
|
||||
void reset() {
|
||||
SparseSet<Entity>::reset();
|
||||
}
|
||||
|
||||
private:
|
||||
Registry<Entity> ®istry;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @brief Default space class.
|
||||
*
|
||||
* The default space is the best choice for almost all the applications.<br/>
|
||||
* Users should have a really good reason to choose something different.
|
||||
*/
|
||||
using DefaultSpace = Space<DefaultRegistry::entity_type>;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endif // ENTT_ENTITY_SPACE_HPP
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "entity/actor.hpp"
|
||||
#include "entity/entt_traits.hpp"
|
||||
#include "entity/registry.hpp"
|
||||
#include "entity/space.hpp"
|
||||
#include "entity/sparse_set.hpp"
|
||||
#include "entity/view.hpp"
|
||||
#include "locator/locator.hpp"
|
||||
|
||||
@@ -55,6 +55,7 @@ add_executable(
|
||||
$<TARGET_OBJECTS:odr>
|
||||
entt/entity/actor.cpp
|
||||
entt/entity/registry.cpp
|
||||
entt/entity/space.cpp
|
||||
entt/entity/sparse_set.cpp
|
||||
entt/entity/view.cpp
|
||||
)
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <iostream>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
#include <gtest/gtest.h>
|
||||
#include <entt/entity/registry.hpp>
|
||||
#include <entt/entity/space.hpp>
|
||||
|
||||
struct Position {
|
||||
std::uint64_t x;
|
||||
@@ -17,7 +17,7 @@ struct Velocity {
|
||||
};
|
||||
|
||||
template<std::size_t>
|
||||
struct Comp {};
|
||||
struct Comp { int x; };
|
||||
|
||||
struct Timer final {
|
||||
Timer(): start{std::chrono::system_clock::now()} {}
|
||||
@@ -47,17 +47,16 @@ TEST(Benchmark, Construct) {
|
||||
|
||||
TEST(Benchmark, Destroy) {
|
||||
entt::DefaultRegistry registry;
|
||||
std::vector<entt::DefaultRegistry::entity_type> entities{};
|
||||
|
||||
std::cout << "Destroying 1000000 entities" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
entities.push_back(registry.create());
|
||||
registry.create<int>();
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
|
||||
for(auto entity: entities) {
|
||||
for(auto entity: registry.view<int>()) {
|
||||
registry.destroy(entity);
|
||||
}
|
||||
|
||||
@@ -281,13 +280,11 @@ TEST(Benchmark, IterateTenComponentsPersistent1M) {
|
||||
|
||||
TEST(Benchmark, SortSingle) {
|
||||
entt::DefaultRegistry registry;
|
||||
std::vector<entt::DefaultRegistry::entity_type> entities{};
|
||||
|
||||
std::cout << "Sort 150000 entities, one component" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 150000L; i++) {
|
||||
auto entity = registry.create<Position>({ i, i });
|
||||
entities.push_back(entity);
|
||||
registry.create<Position>({ i, i });
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
@@ -301,13 +298,11 @@ TEST(Benchmark, SortSingle) {
|
||||
|
||||
TEST(Benchmark, SortMulti) {
|
||||
entt::DefaultRegistry registry;
|
||||
std::vector<entt::DefaultRegistry::entity_type> entities{};
|
||||
|
||||
std::cout << "Sort 150000 entities, two components" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 150000L; i++) {
|
||||
auto entity = registry.create<Position, Velocity>({ i, i }, { i, i });
|
||||
entities.push_back(entity);
|
||||
registry.create<Position, Velocity>({ i, i }, { i, i });
|
||||
}
|
||||
|
||||
registry.sort<Position>([](const auto &lhs, const auto &rhs) {
|
||||
@@ -320,3 +315,152 @@ TEST(Benchmark, SortMulti) {
|
||||
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceConstruct) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Constructing 1000000 entities" << std::endl;
|
||||
|
||||
Timer timer;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
space.create();
|
||||
}
|
||||
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceAssign) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Assigning 1000000 entities" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
registry.create<int>();
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
|
||||
for(auto entity: registry.view<int>()) {
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateSingleComponent1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, one component" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.view<Position>([](auto, auto &) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateTwoComponents1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, two components" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.view<Position, Velocity>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateTwoComponentsPersistent1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
registry.prepare<Position, Velocity>();
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, two components, persistent view" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.persistent<Position, Velocity>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateFiveComponents1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, five components" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity, Comp<1>, Comp<2>, Comp<3>>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.view<Position, Velocity, Comp<1>, Comp<2>, Comp<3>>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateFiveComponentsPersistent1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
registry.prepare<Position, Velocity, Comp<1>, Comp<2>, Comp<3>>();
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, five components, persistent view" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity, Comp<1>, Comp<2>, Comp<3>>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.persistent<Position, Velocity, Comp<1>, Comp<2>, Comp<3>>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateTenComponents1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, ten components" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity, Comp<1>, Comp<2>, Comp<3>, Comp<4>, Comp<5>, Comp<6>, Comp<7>, Comp<8>>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.view<Position, Velocity, Comp<1>, Comp<2>, Comp<3>, Comp<4>, Comp<5>, Comp<6>, Comp<7>, Comp<8>>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
TEST(Benchmark, SpaceIterateTenComponentsPersistent1M) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
registry.prepare<Position, Velocity, Comp<1>, Comp<2>, Comp<3>, Comp<4>, Comp<5>, Comp<6>, Comp<7>, Comp<8>>();
|
||||
|
||||
std::cout << "Iterating over 1000000 entities, ten components, persistent view" << std::endl;
|
||||
|
||||
for(std::uint64_t i = 0; i < 1000000L; i++) {
|
||||
const auto entity = registry.create<Position, Velocity, Comp<1>, Comp<2>, Comp<3>, Comp<4>, Comp<5>, Comp<6>, Comp<7>, Comp<8>>();
|
||||
space.assign(entity);
|
||||
}
|
||||
|
||||
Timer timer;
|
||||
space.persistent<Position, Velocity, Comp<1>, Comp<2>, Comp<3>, Comp<4>, Comp<5>, Comp<6>, Comp<7>, Comp<8>>([](auto, auto &...) {});
|
||||
timer.elapsed();
|
||||
}
|
||||
|
||||
154
test/entt/entity/space.cpp
Normal file
154
test/entt/entity/space.cpp
Normal file
@@ -0,0 +1,154 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <entt/entity/registry.hpp>
|
||||
#include <entt/entity/space.hpp>
|
||||
|
||||
TEST(Space, SpaceContainsView) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
auto e0 = space.create();
|
||||
auto e1 = registry.create();
|
||||
|
||||
space.assign(e1);
|
||||
registry.assign<int>(e1);
|
||||
|
||||
ASSERT_TRUE(space.contains(e0));
|
||||
ASSERT_TRUE(space.contains(e1));
|
||||
|
||||
space.view<int>([e0, e1](auto entity, auto&&...) {
|
||||
ASSERT_NE(entity, e0);
|
||||
ASSERT_EQ(entity, e1);
|
||||
});
|
||||
|
||||
space.view<double>([e0, e1](auto, auto&&...) {
|
||||
FAIL();
|
||||
});
|
||||
|
||||
auto count = 0;
|
||||
|
||||
for(auto entity: space) {
|
||||
(void)entity;
|
||||
++count;
|
||||
}
|
||||
|
||||
ASSERT_EQ(count, 2);
|
||||
|
||||
const auto view = registry.view<int>();
|
||||
|
||||
ASSERT_EQ(view.size(), typename decltype(view)::size_type{1});
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{2});
|
||||
ASSERT_FALSE(space.empty());
|
||||
|
||||
registry.reset();
|
||||
space.reset();
|
||||
|
||||
ASSERT_TRUE(space.empty());
|
||||
|
||||
for(auto i = 0; i < 5; ++i) {
|
||||
registry.destroy(space.create());
|
||||
registry.create<int>();
|
||||
}
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{5});
|
||||
ASSERT_FALSE(space.empty());
|
||||
|
||||
space.view<int>([](auto, auto&&...) {
|
||||
FAIL();
|
||||
});
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{0});
|
||||
ASSERT_TRUE(space.empty());
|
||||
}
|
||||
|
||||
TEST(Space, ViewContainsSpace) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
auto e0 = registry.create();
|
||||
auto e1 = space.create();
|
||||
|
||||
registry.assign<int>(e0);
|
||||
registry.assign<int>(e1);
|
||||
|
||||
ASSERT_FALSE(space.contains(e0));
|
||||
ASSERT_TRUE(space.contains(e1));
|
||||
|
||||
space.view<int>([e0, e1](auto entity, auto&&...) {
|
||||
ASSERT_NE(entity, e0);
|
||||
ASSERT_EQ(entity, e1);
|
||||
});
|
||||
|
||||
space.view<double>([e0, e1](auto, auto&&...) {
|
||||
FAIL();
|
||||
});
|
||||
|
||||
auto count = 0;
|
||||
|
||||
for(auto entity: space) {
|
||||
(void)entity;
|
||||
++count;
|
||||
}
|
||||
|
||||
ASSERT_EQ(count, 1);
|
||||
|
||||
const auto view = registry.view<int>();
|
||||
|
||||
ASSERT_EQ(view.size(), typename decltype(view)::size_type{2});
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{1});
|
||||
ASSERT_FALSE(space.empty());
|
||||
|
||||
registry.reset();
|
||||
space.reset();
|
||||
|
||||
ASSERT_TRUE(space.empty());
|
||||
|
||||
for(auto i = 0; i < 5; ++i) {
|
||||
registry.destroy(space.create());
|
||||
registry.create<int>();
|
||||
registry.create<int>();
|
||||
}
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{5});
|
||||
ASSERT_FALSE(space.empty());
|
||||
|
||||
space.view<int>([](auto, auto&&...) {
|
||||
FAIL();
|
||||
});
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{0});
|
||||
ASSERT_TRUE(space.empty());
|
||||
}
|
||||
|
||||
TEST(Space, AssignRemove) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
ASSERT_TRUE(space.empty());
|
||||
|
||||
space.remove(space.create());
|
||||
|
||||
ASSERT_TRUE(space.empty());
|
||||
}
|
||||
|
||||
TEST(Space, Shrink) {
|
||||
entt::DefaultRegistry registry;
|
||||
entt::DefaultSpace space{registry};
|
||||
|
||||
for(auto i = 0; i < 5; ++i) {
|
||||
space.create();
|
||||
}
|
||||
|
||||
for(auto entity: space) {
|
||||
registry.destroy(entity);
|
||||
}
|
||||
|
||||
space.create();
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{5});
|
||||
ASSERT_FALSE(space.empty());
|
||||
|
||||
space.shrink();
|
||||
|
||||
ASSERT_EQ(space.size(), entt::DefaultSpace::size_type{1});
|
||||
ASSERT_FALSE(space.empty());
|
||||
}
|
||||
Reference in New Issue
Block a user