我正在创建一个tilemap,并试图决定如何存储和引用每个tile。我当前的两个选项是:
我的问题是:基于易用性和/或性能,我应该倾向于/倾向于哪种方法。我想不同方法之间的内存/大小/存储也可以作出决定。批评是受欢迎的,因为在我的引擎基于此之前我想要一些意见。
以下是使用复合矢量的示例:
#include <vector>
#include <algorithm>
#include <iostream>
unsigned int mapWidth = 10, mapHeight = 10, mapDepth = 2;
struct Vector3i {
Vector3i() {};
Vector3i(unsigned int x, unsigned int y, unsigned int z) : x(x), y(y), z(z) {}
unsigned int x, y, z;
};
struct Tile {
Tile() {};
std::vector<unsigned int> children;
bool visible;
Vector3i coord;
};
unsigned int getIndex(unsigned int x, unsigned int y, unsigned int z) {
return (y*mapWidth) + x + (z * (mapWidth * mapHeight));
}
int main() {
std::vector<Tile> tiles;
tiles.resize(mapWidth * mapHeight * mapDepth);
for( int x = 0; x < mapWidth; x++ ) {
for( int y = 0; y < mapHeight; y++ ) {
for( int z = 0; z < mapDepth; z++) {
unsigned int idx = getIndex(x,y,z);
tiles[idx].coord = Vector3i(x,y,z);
tiles[idx].visible = true;
tiles[idx].children.push_back(1);
}
}
}
std::for_each(tiles.begin(), tiles.end(), [&] (const Tile& tile) {
std::cout << tile.coord.x << "," << tile.coord.y << "," << tile.coord.z << std::endl;
});
const Tile& myTile = tiles[getIndex(1,1,1)];
std::cout << '\n' << myTile.coord.x << "," << myTile.coord.y << "," << myTile.coord.z << std::endl;
return 0;
};
以下是使用std :: map方法的示例:
#include <vector>
#include <map>
#include <iostream>
#include <algorithm>
#include <functional>
struct Vector3i {
Vector3i() {};
Vector3i(unsigned int x, unsigned int y, unsigned int z) : x(x), y(y), z(z) {}
unsigned int x, y, z;
};
struct Tile {
std::vector<unsigned int> children;
bool visible;
Vector3i coord;
};
class comparator {
public:
bool operator()(const Vector3i& lhs, const Vector3i& rhs) const {
return lhs.x < rhs.x
|| ( lhs.x == rhs.x && ( lhs.y < rhs.y
|| ( lhs.y == rhs.y && lhs.z < rhs.z)));
}
};
int main() {
unsigned int mapWidth = 5, mapHeight = 5, mapDepth = 2;
std::map<Vector3i, Tile, comparator> tiles;
for( int x = 0; x < mapWidth; x++ ) {
for( int y = 0; y < mapHeight; y++ ) {
for( int z = 0; z < mapDepth; z++) {
Vector3i key(z,y,x);
Tile tile;
tile.coord = Vector3i(x,y,z);
tile.visible = true;
tile.children.push_back(1);
tiles.insert(std::make_pair<Vector3i, Tile>(key, tile));
}
}
}
for( std::map<Vector3i, Tile, comparator>::iterator iter = tiles.begin(); iter != tiles.end(); ++iter ) {
std::cout << iter->second.coord.x << "," << iter->second.coord.y << "," << iter->second.coord.z << std::endl;
}
auto found = tiles.find(Vector3i(1,1,1));
const Tile& myTile = found->second;
std::cout << '\n' << myTile.coord.x << "," << myTile.coord.y << "," << myTile.coord.z << std::endl;
return 0;
};
好的,谢谢你!
答案 0 :(得分:1)
使用单个向量存储整个tilemap将要求整个tilemap位于连续的内存块中。根据tilemap的大小,这可能是也可能不是问题(使用您当前的大小,它不会,但如果它被扩展到更大的3D空间,它可能很容易变得太大而无法分配在一个连续的区块中。)
如果您需要以某种有序的方式遍历3D空间,地图将不是您最好的容器(因为项目不一定按您想要的逻辑顺序显示)。
另一种可能的解决方案是使用矢量向量到瓦片的向量,这样可以方便地迭代3D空间,同时也不需要大量连续的数据块(只需要一行一行的瓦片就需要连续的)。