Setters and Getters in ECS?


So I’m currently working on a Game Engine for my University and I came to the point of integrating an ECS.

Thing is, I’m currently a bit unsure if it’s okay to have setters and getters for specific classes. Like implementing a setter for my transform that lets the system that accesses the transform component easily add relative rotation/movement. I also tried to outsource these functions into a separate util class. Especially in cases where I would call the component from multiple systems which would lead to duplicate code if I didn’t have any sort of setter or util class.

Now what I’m wondering do I waste some of the efficiency of the ECS and Memory alignment by including those setters/getters or does that not matter? I’m a little confused here due to the statement “components should be pure data”.



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