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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

Legend:

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  • code/branches/core3/src/orxonox/objects/Projectile.cc

    r1584 r1591  
    3535#include "core/Executor.h"
    3636#include "core/ConfigValueIncludes.h"
     37#include "core/Iterator.h"
    3738#include "tools/ParticleInterface.h"
    3839
     
    8788
    8889        float radius;
    89         for (Iterator<Model> it = ObjectList<Model>::begin(); it; ++it)
     90        for (ObjectList<Model>::iterator it = ObjectList<Model>::begin(); it; ++it)
    9091        {
    9192            if ((*it) != this->owner_)
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