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const std = @import("std");
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const ecs = @import("ecs");
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// override the EntityTraits used by ecs
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pub const EntityTraits = ecs.EntityTraitsType(.medium);
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pub const Velocity = struct { x: f32, y: f32 };
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pub const Position = struct { x: f32, y: f32 };
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/// logs the timing for views vs groups with 1,000,000 entities
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pub fn main() !void {
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var reg = ecs.Registry.init(std.heap.c_allocator);
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defer reg.deinit();
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var timer = try std.time.Timer.start();
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var i: usize = 0;
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while (i < 1000000) : (i += 1) {
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var e1 = reg.create();
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reg.add(e1, Position{ .x = 1, .y = 1 });
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reg.add(e1, Velocity{ .x = 1, .y = 1 });
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}
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var end = timer.lap();
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std.debug.warn("create: \t{d}\n", .{@intToFloat(f64, end) / 1000000000});
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var view = reg.view(.{ Velocity, Position }, .{});
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timer.reset();
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var iter = view.iterator();
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while (iter.next()) |entity| {
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var pos = view.get(Position, entity);
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const vel = view.getConst(Velocity, entity);
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pos.*.x += vel.x;
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pos.*.y += vel.y;
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}
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end = timer.lap();
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std.debug.warn("view (iter): \t{d}\n", .{@intToFloat(f64, end) / 1000000000});
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var group = reg.group(.{ Velocity, Position }, .{}, .{});
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end = timer.lap();
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std.debug.warn("group (create): {d}\n", .{@intToFloat(f64, end) / 1000000000});
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timer.reset();
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var group_iter = group.iterator(struct { vel: *Velocity, pos: *Position });
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while (group_iter.next()) |e| {
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e.pos.*.x += e.vel.x;
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e.pos.*.y += e.vel.y;
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}
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end = timer.lap();
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std.debug.warn("group (iter): \t{d}\n", .{@intToFloat(f64, end) / 1000000000});
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timer.reset();
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group.each(each);
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end = timer.read();
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std.debug.warn("group (each): \t{d}\n", .{@intToFloat(f64, end) / 1000000000});
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}
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fn each(e: struct { vel: *Velocity, pos: *Position }) void {
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e.pos.*.x += e.vel.x;
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e.pos.*.y += e.vel.y;
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}
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