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Timestamp:
Jun 12, 2008, 2:00:15 AM (16 years ago)
Author:
landauf
Message:

Again some heavy changes in ObjectList and Iterator:
there are now two types of iterators:

Iterator<ClassName> can iterate through any objectlist, either given by ObjectList<AnyClassName>::begin() or anyidentifier→getObjects()→begin(). Important note Iterator<ClassName> uses dynamic_cast.
And yes, it's possible to do this: Iterator<WorldEntity> it = ObjectList<SpaceShip>::begin()

ObjectList<ClassName>::iterator is the second iterator - it uses the ObjectList in a templated manner and therefore doesn't need dynamic_cast. But the only thing you can do is iterating through exactly the right ObjectList: ObjectList<ClassName>::iterator it = ObjectList<ClassName>::begin(). Anything else fails.

Those changes bring, at my system, something around +12% FPS compared with trunk and +25% FPS compared with the last revision of core3. Although I have to admit the FPS gain is only that high because iterating through objects is the main thing we're doing ingame right now. It would look totally different with physics, sound, AI, scripts, triggers and so on.

File:
1 edited

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  • code/branches/core3/src/network/GameStateClient.cc

    r1574 r1591  
    3333#include "core/CoreIncludes.h"
    3434#include "core/BaseObject.h"
     35#include "core/Iterator.h"
    3536#include "Synchronisable.h"
    3637
     
    137138  * @return iterator pointing to the next object in the list
    138139  */
    139   void GameStateClient::removeObject(orxonox::Iterator<Synchronisable> &it) {
    140     orxonox::Iterator<Synchronisable> temp=it;
     140  void GameStateClient::removeObject(orxonox::ObjectList<Synchronisable>::iterator &it) {
     141    orxonox::ObjectList<Synchronisable>::iterator temp=it;
    141142    ++it;
    142143    delete  *temp;
     
    151152    COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl;
    152153    // get the start of the Synchronisable list
    153     orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::begin();
     154    orxonox::ObjectList<Synchronisable>::iterator it=orxonox::ObjectList<Synchronisable>::begin();
    154155    syncData sync;
    155156    // loop as long as we have some data ;)
     
    222223    int tempsize=0;
    223224    // get the start of the Synchronisable list
    224     orxonox::Iterator<Synchronisable> it;
     225    orxonox::ObjectList<Synchronisable>::iterator it;
    225226    // struct for return value of Synchronisable::getData()
    226227    syncData sync;
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