Dan*_*cco 3 c++ design-patterns
我正在编写一个游戏引擎,我为对象设置了这个类:
class SceneManager //controls everything in the "world" game
{
public:
void Add(SceneObject* object); //adds to the vector
private:
vector<SceneObject*> _worldObjects; //the vector that contains all of them
}
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我在游戏上工作的所有类都继承自SceneObject:
class SceneObject
{
public:
virtual void Draw() = 0;
}
class Image : public SceneObject
{ }
class Sprite : public SceneObject
{ }
class Model3D : public SceneObject
{ }
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所以我知道我可以为我的向量中的所有对象调用Draw().但我一直致力于优化,我正在尝试摆脱所有继承和虚函数,而是使用组合,因为它们无法内联,并且在每个对象上执行时似乎是一个主要的性能问题基础.
我正在寻找一些C++技术,我可以使用它来在我的向量中存储一堆SceneObjects,然后在它上面调用Draw()并正确绘制与之相关的对象.这也适用于我用作虚拟的Update()函数.
所以这段代码:
void SceneManager::Add(SceneObject* object)
{
_worldObjects.push_back(object);
}
void SceneManager::DrawTheWorld()
{
for(unsigned int i = 0; i < _worldObjects.size(); i++)
{
_worldObjects[i]->Draw(); //SceneObject's being called
}
}
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...会成为:
void SceneManager::Add(Image* image)
{
SceneObject* object = new SceneObject();
//link object to image somehow, tried to use it as a member of image
_worldObjects.push_back(object);
}
void SceneManager::DrawTheWorld()
{
for(unsigned int i = 0; i < _worldObjects.size(); i++)
{
//_worldObjects[i]->
//I need somehow to be able to get the pointer back to the original class
//It can be an image, sprite, model3d, anything
}
}
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我不认为如果我添加一个开关或if/elses并删除虚拟我会获得任何性能,所以我想弄清楚是否有一个干净的方法来处理这个问题.
有任何想法吗?
seh*_*ehe 12
您可以使用自由函数来建模drawable对象的方面:
#include <iostream>
class Image { };
class Sprite { };
class Model3D { };
namespace draw_aspect
{
void draw(Image const& image) { std::cout << "drawing image\n"; }
void draw(Sprite const& sprite) { std::cout << "drawing sprite\n"; }
void draw(Model3D const& model3D) { std::cout << "drawing model3D\n"; }
}
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现在,要么使用三个单独的向量(这可能是最优的,取决于跨集合的对象之间的排序关系?),或者考虑变量类型向量:
#include <boost/variant.hpp>
using SceneObject = boost::variant<Image, Sprite, Model3D>;
namespace draw_aspect {
struct draw_visitor : boost::static_visitor<> {
template <typename T> void operator()(T const& t) const { draw(t); }
};
void draw(SceneObject const& sobj) {
static const draw_visitor _vis;
boost::apply_visitor(_vis, sobj);
}
}
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完整的后者概念证明:住在Coliru
#include <vector>
class SceneManager //controls everything in the "world" game
{
public:
void Add(SceneObject v) { _worldObjects.emplace_back(std::move(v)); }
friend void draw(SceneManager const& sm) { return sm.draw(); }
private:
void draw() const {
for(auto& sobj : _worldObjects)
draw_aspect::draw(sobj);
}
std::vector<SceneObject> _worldObjects; //the vector that contains all of them
};
int main()
{
SceneManager sman;
sman.Add(Image());
sman.Add(Sprite());
sman.Add(Model3D());
sman.Add(Image());
draw(sman);
}
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输出
drawing image
drawing sprite
drawing model3D
drawing image
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使用单独载体的替代方案:Live on Coliru
class SceneManager //controls everything in the "world" game
{
public:
void Add(Image v) { _images .emplace_back(std::move(v)); }
void Add(Sprite v) { _sprites .emplace_back(std::move(v)); }
void Add(Model3D v) { _model3Ds.emplace_back(std::move(v)); }
friend void draw(SceneManager const& sm) { return sm.draw(); }
private:
void draw() const {
for(auto& sobj : _images) draw_aspect::draw(sobj);
for(auto& sobj : _sprites) draw_aspect::draw(sobj);
for(auto& sobj : _model3Ds) draw_aspect::draw(sobj);
}
std::vector<Image> _images;
std::vector<Sprite> _sprites;
std::vector<Model3D> _model3Ds;
};
int main()
{
SceneManager sman;
sman.Add(Image());
sman.Add(Sprite());
sman.Add(Model3D());
sman.Add(Image());
draw(sman);
}
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请注意,输出不同(排序):
drawing image
drawing image
drawing sprite
drawing model3D
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