我知道你可能正在考虑2D数组或2D矢量,但是请听我说。
我实际上已经在使用二维数组来制作瓷砖地图,效果很好。但是,我正在尝试开发一种数据结构,可以将游戏对象存储在位于此类tilemap的顶部上。
我的要求如下:
对象图必须允许许多对象位于同一个单元格
对象图必须可以按行和列进行迭代,这样我就可以将迭代空间剔除到某些坐标(这样我只能渲染实际在屏幕上的对象,等等) / p>
优选地,对象图还应提供快速查找以确定 1:给定单元格中的对象, 2:当前是否存在给定对象在某个对象地图上 3:对象地图上给定对象的位置
我已经起草了一个使用两个STL容器的基本数据结构:
3D std::map<int, std::map<int, std::vector<Object*>>>
用于提供可迭代的,容易被淘汰的容器。使用std :: vector,以便可以在同一个单元格中包含许多对象。也可以通过_map [x] [y]访问单元格。
此外,我使用的是1D std::map<Object*, Vec2<int>*>
,它包含与3D std :: map完全相同的对象,但我认为它会允许更快的搜索,因为它是1D。 Vec2<int>*
是指针的原因是GameObject可以向ObjectMap询问它在地图上的位置,可能保存它,然后在不需要搜索的情况下立即访问它。
根据我的要求,是否有比我使用过的容器更合适的容器?
如果有帮助,我已经为下面的ObjectMap粘贴了我的代码:
#pragma once
#include <vector>
#include <map>
template<typename T>
struct Vec2 {
Vec2() { x = 0; y = 0; }
Vec2(T xVal, T yVal) : x(xVal), y(yVal) {}
void Set(T xVal, T yVal) { x = xVal; y = yVal; }
T x, y;
Vec2& operator+=(const Vec2& rhs) { x += rhs.x; y += rhs.y; return *this; }
Vec2 operator+(const Vec2& rhs) { return Vec2<T>(x + rhs.x, y + rhs.y); }
};
/// <summary>
/// Represents a map of objects that can be layered on top of a cell-based map
/// Allows for multiple objects per map cell
/// </summary>
template <typename Object>
class ObjectMap {
public:
/// <summary>
/// Gets the objects located at the given map cell
/// </summary>
/// <param name="row">The row of the cell to inspect</param>
/// <param name="column">The column of the cell to inspect</param>
/// <returns>
/// A pointer to a vector of objects residing at the given cell.
/// Returns a nullptr if there are no objects at the cell.
/// </returns>
std::vector<Object*>* At(int row, int column);
/// <summary>
/// Checks whether the ObjectMap contains the given object
/// </summary>
/// <param name="object">A pointer to the object to check for</param>
/// <returns>True if the ObjectMap contains the object</returns>
bool Contains(Object* object);
/// <summary>
/// Adds the given object to the ObjectMap at the given cell
/// </summary>
/// <param name="object">The object to add to the map</param>
/// <param name="row">The row of the cell to add the object to</param>
/// <param name="column">The column of the cell to add the object to</param>
/// <returns>True if successful, false if the object is already in the ObjectMap</returns>
bool Add(Object* object, int row, int column);
/// <summary>
/// Moves the given object by some number of rows and columns
/// </summary>
/// <param name="object">The object to move</param>
/// <param name="rows">The number of rows to move the object by</param>
/// <param name="columns">The number of columns to move the object by</param>
/// <returns>True if successful, false if the object does not exist in the ObjectMap</returns>
bool MoveBy(Object* object, int rows, int columns);
/// <summary>
/// Moves the given object to the given cell
/// </summary>
/// <param name="object">The object to move</param>
/// <param name="row">The row of the cell to move the object to</param>
/// <param name="column">The column of the cell to move the object to</param>
/// <returns>True if successful, false if the object does not exist in the ObjectMap</returns>
bool MoveTo(Object* object, int row, int column);
/// <summary>
/// Gets the position of the given object
/// </summary>
/// <param name="object">A pointer to the object to check the position of</param>
/// <returns>
/// A pointer to the position of the object.
/// Returns a nullptr if the object does not exist in the ObjectMap.
/// </returns>
Vec2<int>* GetPosition(Object* object);
private:
/// <summary>
/// A 3D container allowing object access via cell positions
/// Provides the ability to iterate across sections of the map
/// Useful for object culling and rendering
/// Useful for object lookup when the position is known
/// Example: _map[a][b] is a vector objects positioned at the map cell (x=a,y=b)
/// </summary>
std::map<int, std::map<int, std::vector<Object*>>> _map;
/// <summary>
/// A 1D container of all objects and pointers to their positions
/// Useful for quickly checking whether an object exists
/// Useful for quickly getting the location of an object
/// </summary>
std::map<Object*, Vec2<int>*> _objects;
};
///
/// ObjectMap.tpp
/// The implementation has not been separated into a .cpp file because templated
/// functions must be implemented in header files.
///
/// See http://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
///
#include <algorithm>
template <typename Object>
std::vector<Object*>* ObjectMap<Object>::At(int column, int row) {
// Checks whether a key exists for the given column
if (_map.find(column) != _map.end()) {
// Checks whether a key exists for the given row
if (_map.at(column).find(row) != _map.at(column).end()) {
// Return the objects residing in the cell
return &_map.at(column).at(row);
}
}
return nullptr;
}
template <typename Object>
bool ObjectMap<Object>::Contains(Object* object) {
return _objects.find(object) != _objects.end();
}
template <typename Object>
bool ObjectMap<Object>::Add(Object* object, int column, int row) {
if (!Contains(object)) {
_objects[object] = new Vec2<int>(column, row);
_map[column][row].push_back(object);
return true;
}
return false;
}
template <typename Object>
bool ObjectMap<Object>::MoveBy(Object* object, int columns, int rows) {
Vec2<int> newPosition = *_objects[object] + Vec2<int>(columns, rows);
return MoveTo(object, newPosition.x, newPosition.y);
}
template <typename Object>
bool ObjectMap<Object>::MoveTo(Object* object, int column, int row) {
if (Contains(object)) {
// Get the position reference of the object
Vec2<int>* position = _objects[object];
// Erase the object from its current position in the map
auto *oldTile = &_map[position->x][position->y];
oldTile->erase(std::remove(oldTile->begin(), oldTile->end(), object), oldTile->end());
// Erase any newly-empty keys from the map
if (oldTile->size() == 0) {
_map[position->x].erase(_map[position->x].find(position->y));
if (_map[position->x].size() == 0) {
_map.erase(_map.find(position->x));
}
}
// Add the object to its new position on the map
_map[column][row].push_back(object);
// Set the position of the object
position->Set(column, row);
return true;
}
return false;
}
template <typename Object>
Vec2<int>* ObjectMap<Object>::GetPosition(Object * object) {
if (Contains(object)) {
return _objects[object];
}
return nullptr;
}
答案 0 :(得分:3)
您可能希望查看二进制空间分区,它可以提供非常快的查找时间,例如屏幕上的对象。
对于网格,一个良好的空间结构是QuadTrees。
答案 1 :(得分:1)
你留下了一个未指明问题的重要部分:你的地图单元中有多少比例没有获得持有物体?
如果该百分比非常高(至少95%),您的map<int, map<int, vector<>>>
方法看起来不错。
如果该百分比很高,vector<map<int, vector<>>>
会更好。
如果该百分比适中(在接近50%或更低的任何地方),您应该选择vector<vector<vector<>>>
。
这背后的原因是,std::vector<>
在实际使用大多数元素的情况下比std::map<int, >
更有效。索引到std::vector<>
意味着只需要一点指针算术和单个内存访问,而索引到std::map<>
意味着O(log(n))
内存访问。对于128个条目,这已经是7的因素。 std::map<>
仅具有在未使用的索引存在的情况下减少内存消耗的优势,这可能会使稀疏使用的std::vector<>
膨胀。
现在,如果你的未使用单元的数量不是很高,你必须期望你的2D数组的每一行都充满了某些东西。因此,保持线条的容器应为vector<>
。如果您希望条目密度合适,那么对于行本身使用vector<>
也是如此。
如果您的对象在任何给定时间内只能位于地图中的单个位置,您可能还会考虑将它们链接到侵入式链接列表中。在这种情况下,您可以将地图容器从3D放到2D,然后迭代恰好位于同一个bin中的对象的链接列表。
当然,只要预期对象的链接列表非常小,这只是一个有效的选项。