I have this class:
class Texture
{
public:
//I need this variable in this format
float diffuseColor[3];
}
But I'd like to make an easier interface than dealing with "diffuseColor[0]" and such, something like:
myTexture.color.r = 1.0f; //this is diffuseColor[0]
So I'm trying to get a class that works as a shell to the diffuseColor values, something like:
class Color
{
public:
float *r, *g, *b;
}
And in my Texture class:
class Texture
{
public:
Texture()
{
color.r = &diffuseColor[0];
color.g = &diffuseColor[1];
color.b = &diffuseColor[2];
}
Color color;
private:
float diffuseColor[3];
}
But the way it is now, I have to de-reference the color values if I want to use them:
(*myTexture.color.r) = 1.0f;
How can I achieve this without having to de-reference it everytime I want to use it?
You can use references which would be initialized in the member initializer list:
struct Color {
Color(float* colors): r(colors[0]), g(colors[1]), b(colors[2]) {}
float& r;
float& g;
float& b;
};
class Texture {
float diffuseColor[3];
public:
Color color;
Texture(): diffuseColor(), color(this->diffuseColor) {}
};
If you need to copy and/or assign Texture objects, you'll also need to implement a copy constructor and an assignment operator. Also note that this convenience has a relatively steep costs: both the pointers and the reference approach will increase the size of the Texture objects by 3 pointer. You might be better off to use accessors, instead, e.g.:
class Texture {
float diffuseColor[3];
public:
float& r() { return this->diffuseColor[0]; }
float& g() { return this->diffuseColor[1]; }
float& b() { return this->diffuseColor[2]; }
};
Maybe you can use the union language feature of C++:
union ColorUnion {
// first representation (Texture)
struct TextureColor {
float diffuseColor[3];
}
// second representation (RGB)
struct RGBColor {
float r;
float g;
float b;
}
};
Related
I have this code:
class Vector3
{
public:
Vector3() : x(values[0]), y(values[1]), z(values[2])
{ x = y = z = 0; }
float& x;
float& y;
float& z;
private:
float[3] values;
};
class Model
{
public:
Vector3 vertices[64];
};
I'm doing this vector class because I want to deal with the values as X, Y, Z in the code, but for some operations I need a contiguous array of values to be passed to a function.
So the whole array of vertices[64] need to be [x0][y0][z0][x1][y1][z1][x2][y2][z2] etc.
But if I do this:
//Get first address:
void* firstAddress = &vertices[0];
//Or
void* firstAddress = vertices;
I don't have the contiguous array as I need it (the data is all messed up), and I'm guessing it's because of the pointers I have in the Vector3 class.
Is there any way I can do get this functionality that I want? (Having a single array of float but dealing with values as x,y,z)
Firstly, the Standard doesn't define how references should be implemented, but they'll almost certainly occupy actual memory in your class much a pointer members would, ruining the contiguous data packing you're hoping for....
If your focus is more on the vertices container, and you just want x/y/z member access to elements in it, then you could try something like:
template <size_t N>
class Vertices
{
public:
class Proxy
{
public:
Proxy(float* p) : x(p[0]), y(p[1]), z(p[2]) { }
float& x;
float& y;
float& z;
};
Proxy operator[](size_t n) { return Proxy(&d_[n * 3]); }
const Proxy operator[](size_t n) const { return Proxy(&d_[n * 3]); }
private:
float d_[N * 3];
};
You could have member functions instead:
class V3
{
float data[3];
public:
V3() : data{0,0,0} {}
float & x() { return data[0]; }
float & y() { return data[1]; }
float & z() { return data[2]; }
};
You could also omit the constructor and have an aggregate, if that's more suitable.
What you have and array of values pointers (pointing to arrays of 3 floats) with 3 float references (x, y, z). You probably ant something more like:
float & x() { return values[0]; }
float & y() { return values[1]; }
float & z() { return values[2]; }
If I understand your requirement for continuous data in the Model, then your Vector is really an alias to a specific triple of data in the model. No float storage required.
class Model
class Vector
Vector(Model *model_, size_t idx_) : model(model_),idx(idx_) { };
Model *model;
size_t idx;
float & x() { return model->data[3*idx]; }
float & y() { return model->data[3*idx+1]; }
float & z() { return model->data[3*idx+2]; }
float data[64 * 3];
Vector vectors[64];
Model() {
...
for( size_t ii = 0; ii < 64; ii++ ) {
vectors[ii] = new Vector(this,ii);
}
Vector & vector(size_t idx) { return vectors[ii]; }
For a guaranteed contiguous array you need to either copy the data into the array, or use compiler-specific guarantees about memory layout, in particular that
there will be no padding,
and if you want to also access triplets of the array as Vector3 instances, that
accessing a Vector3 at arbitrary address will not cause a trap or inefficiency (we're into alignment here).
It so happens that some common libraries such as OpenCV do make such assumptions for their internal image buffers.
But I'm not entirely sure that the code I've seen has not been platform-adapted. So, in practice you have these choices:
copy the data contiguously to an array (or from it), and/or
use an existing library that provides this kind of functionality, such as OpenCV.
Note that using member functions instead of references buys you nothing wrt. to the contiguous array problem, but it does make the Vector3 potentially assignable.
On further reflection, i was maybe too trigger-happy writing the above. For if you can guarantee total size 3*sizeof(float), and that's almost a given (just get rid of those references), then you are guaranteed that you can access a Vector3 at any address that can hold a float, since C++ guarantees arrays with no padding, and since in such an array a Vector3 can end up at any address that can hold a float. So the in-practice problem reduces to making a decision about supporting compilers or compiler configurations that are unable to make Vector3 of size 3*sizeof(float).
I.e.
struct Vector3
{
float x, y, z;
auto operator[]( int i ) -> float& { return (&x)[i]; }
auto operator[]( int i ) const -> float const& { return (&x)[i]; }
};
static_assert( sizeof( Vector3 ) == 3*sizeof( float ), "Ungood Vector3 size" );
using the fact that members with no intervening access specifier are guaranteed to be in increasing address order.
Disclaimer: off the cuff code, not touched by compiler's hands.
If you keep your Vector3 class a POD you should be able to simply cast your vertices to a float array:
struct Vector3 {
float x;
float y;
float z;
};
class Model
{
public:
Vector3 vertices[64];
float* data() {
return reinterpret_cast<float*>(vertices);
}
};
int main() {
Model m;
for(int i = 0; i < 64; ++i) {
m.vertices[i] = {10+i,100+i,1000+i};
}
float *data = m.data();
for(int i= 0; i < 64*3; ++i) {
std::cout << data[i] << ", ";
}
}
Only problem could be the Allignment of the structure, but should you use c++11, there is a standard way of alligning the structure, using allignasalignas(alignof(float[3])). I don't know if this is really required.
Also, c++11 gives quite a few options on what to do with Vector3, while still considering it as a POD type.
Before anyone says anything I know this is probably not recommended but I am still curious if there is a better way to do it or reasons not to beyond just it's a strange thing to do.
I started looking into this because I wanted to access elements of an array directly with semantically named members in the class while still being able to iterate over the array and not have to call/create some getter or setter methods.
I have a class definition that looks something like this.
class Vertex{
public:
Vertex(float x,float y,float z,float w);
float v[4];
float &x,&y,&Z,&w;
};
And a constructor that looks like this. My question is. Is there a better way of doing what I am doing in the constructor?
Vertex::Vertex(float vx,float vy,float vz,float vw):
x(*const_cast<float*>( &this->v[0] )),
y(*const_cast<float*>( &this->v[1] )),
z(*const_cast<float*>( &this->v[2] )),
w(*const_cast<float*>( &this->v[3] ))
{
v[0]=vx;
v[1]=vy;
v[2]=vz;
v[3]=vw;
}
EDIT
I'm an idiot... you can just do it like Jonathan Wakely said.
x(v[0])
I guess I had some other problems before when I tried it. Oh well.
Vertex::Vertex(float vx,float vy,float vz,float vw):
v { vx, vy, vz, vw },
x(v[0]),
y(v[1]),
z(v[2]),
w(v[3])
{
}
I'd avoid writing reference members here. The reason is that reference members prevent defaulted (compiler generated) copy/assignment special members.
class Vertex{
public:
Vertex(float x,float y,float z,float w)
: v { x, y, z, w } { }
float &x() { return v[0]; }
float &y() { return v[1]; }
float &z() { return v[2]; }
float &w() { return v[3]; }
float const &x() const { return v[0]; }
float const &y() const { return v[1]; }
float const &z() const { return v[2]; }
float const &w() const { return v[3]; }
private:
float v[4];
};
You could go this way too:
class Vertex
{
public:
float x;
float y;
float z;
float w;
Vertex(float x, float y, float z, float w);
float&
operator[](int i)
{ return *(&x + i); }
float
operator[](int i) const
{ return *(&x + i); }
};
Probably, this variant is better (compared to other alternatives) because it requires less code and gives you the additional ability to iterate over Vertex in array-style.
Personally I like #sehe's answer best but I'll give you an alternative.
struct Vector4 {
float x;
float y;
float z;
float w;
};
union VectorUnion {
Vector4 vector;
float array[4];
};
Then you can just use the VectorUnion inside your Vertex class or on its own...
I am concerned about the fact that this is a C construct and that C++ struct is slightly different (it includes the vtable etc) but I think that it should work.
Again, I think #sehe's answer is better.
Lot's of year from last project in C++, I cannot remember/find how to do this.
Sample (pseudo code) :
MyClass
{
public :
float x;
float y;
float z;
}
main.cpp
void MyFunction(void)
{
MyClass *myclass = new MyClass();
float x = myclass->x;
//want I want :
float *xyz = myclass->xyz;
}
How to do this ?
Thank you very much and sorry for my poor english.
[EDITED]
It's only a concept now, but the goal, is near the vec4 class in GLSL (OpenGL Shader for GPU). Vec4 is a math vector class with four values (x, y, z, w). You can get/assign value like this sample :
vec4 vectorA = vec4(1.0, 1.0, 1.0, 1.0);
vectorA.x = 2.0;
vec2 vectorB = vectorA.xy;
vec3 vectorC = vectorA.xxx;
etc. (so : VectorC.x = 2.0, vectorC.y = 2.0, vectorC.z = 2.0)
Use unnamed structure:
union Vector
{
struct
{
float x;
float y;
float z;
};
float xyz[3];
};
Then you can access components without implicitly referencing containing structure:
int main()
{
Vector* vec = new Vector();
vec->x = 50;
vec->y = 30;
vec->xyz[2] = vec->xyz[0] + vec->xyz[1]; // vec->z == 80
delete vec;
return 0;
}
Of course, you can wrap this union with another structure/class, to same effect:
class MyClass
{
public:
union
{
struct
{
float x;
float y;
float z;
};
float xyz[3];
};
};
Also, why create your structure on heap (using "new")? Won't allocating on stack do?
EDIT: Oh, I get it. Well, it's definitely doable, but it is worth it only if you want as much compability with GLSL as possible. The idea is to create a "proxy" that stores references for each component variation. The tradeof is that vec2, instead of taking 8 bytes of memory will take 40 bytes. It will obviously get much, much worse for vec3 & vec4
class vec2
{
// private proxy, auto-convertible into vec2
struct proxy2
{
// store references, not values!
proxy2(float &x, float &y) : x(x), y(y) {}
// implicit conversion to vec2
operator vec2() { return vec2(x, y); }
// support assignments from vec2
proxy2& operator=(const vec2& vec)
{
x = vec.x;
y = vec.y;
return *this;
}
private:
// hide copy and assignment operators
proxy2(const proxy2&);
proxy2& operator=(const proxy2&);
// hide member variables
float& x;
float& y;
};
public:
vec2(float _x, float _y)
: x(_x), y(_y)
, xx(x, x), xy(x, y), yx(y, x), yy(y, y)
{}
vec2(const vec2& vec)
: x(vec.x), y(vec.y)
, xx(x, x), xy(x, y), yx(y, x) , yy(y, y)
{}
float x;
float y;
proxy2 xx;
proxy2 xy;
proxy2 yx;
proxy2 yy;
};
With this class you can get syntax pretty close to what GLSL offers:
vec2 v(1.0f, 2.0f);
vec2 vxx = v.xx; // 1, 1
vec2 vyx = v.yx; // 2, 1
vec2 vxy = v.xy; // 1, 2
vec2 vyy = v.yy; // 2, 2
v.yx = vec2(3, 4); // 4, 3
v.y = 5; // 4, 5
vec2::proxy2 proxy = v.xx; // compile error
v.xx = vec2::proxy2(v.x, v.y); // compile error
To extend this to support vec3 and vec4 simply derive from vec2 and vec3 respectively, create proxy3 and proxy4 structs and declare member for each component variation (27 for vec3 and mere 64 for vec4).
EDIT2: New version, that does not take extra space at all. Again, unions to the rescue! Converting proxy2 to a template and adding data member that matches vec2 components you can safely put it into an union.
class vec2
{
// private proxy, auto-convertible into vec2
template <int x, int y>
struct proxy2
{
// implicit conversion to vec2
operator vec2()
{
return vec2(arr[x], arr[y]);
}
// support assignments from vec2
proxy2& operator=(const vec2& vec)
{
arr[x] = vec.x;
arr[y] = vec.y;
return *this;
}
private:
float arr[2];
};
public:
vec2(float _x, float _y)
: x(_x), y(_y)
{}
vec2(const vec2& vec)
: x(vec.x), y(vec.y)
{}
union
{
struct
{
float x;
float y;
};
proxy2<0, 0> xx;
proxy2<0, 1> xy;
proxy2<1, 0> yx;
proxy2<1, 1> yy;
};
};
Hope this is what you are after.
EDIT3: I took me a while, but I came up with a working GLSL emulation library (includes swizzling) allowing you to run fragment shaders without modifications. If you are still interested, you should take a look.
C++ can accommodate syntax like vec.xyx, but it's not easy to write. And you won't get there by adding features one by one. It's better to list the requirements, select the tools, and make a straight shot.
What you need:
A storage class like std::array
Members named x, y, … xy, xz, … xyz, xzx, …
Something that converts those members to the desired output
Types to give the output the desired semantics
The first requirement is simple: use std::array.
Next you have to define 3 + 3^2 + 3^3 = 39 members. This can be done by copy-paste but you're better off with template metaprogramming. With a z member it's a must.
The types of the members are meaningless, but must tell the compiler how to choose the named elements from the array.
Example:
selection_vector< 0, 1, 0 > xyx;
selection_vector< 0, 1, 1 > xyy; // ad nauseam
Ideally these members would know how to select the elements with no state, but they will need to be initialized with this and take up one pointer each. So be aware that each 3-vector object wastes 312 bytes.
To make the members do something, you have to define conversion functions. So you have something like
selection_vector::operator array3_type() { return { ptr[0], ptr[1], ptr[2] }; }
Implicit conversion functions apply when performing assignment and passing as a function argument besides this, but not in many other situations. So to obtain vec.xyx.x or vec.xyx[ 1 ] the selection_vector type would need to define additional members.
Once you've defined the web of crazy types and operator overloads, you'll be able to save a few keystrokes…
Minor compromise
It sounds like you don't really want to compromise, but the ->* operator is worth mentioning. It's the best non-member operator overload for implementing subscripts.
This allows a pattern like
xyx_type xyx;
template< typename vec >
my_3vector< vec > operator->* ( vec &&v, xyx_type )
{ return { v[0], v[1], v[2] }; }
std::array< float, 3 > a { 0.5, 1.5, 9 };
my_3vector< … > b = a->*xyx;
You could even make my_3vector simply std::array and avoid any template metaprogramming. Make xyx_type an enumeration to avoid preprocessor metaprogramming too.
The ->* operator stands in for .. This makes things a lot easier, but note that ->* has funny precedence; it's lower than . and -> whereas you would expect it to be a peer.
Here is another solution possible, a slight variation to union-based example posted by #gwiazdorrr. It assumes
#include <cassert>
#include <algorithm>
#include <stdexcept>
struct MyClass
{
enum { size = 3 };
typedef float& reference;
reference x;
reference y;
reference z;
MyClass()
: x(xyz[0] = 0), y(xyz[1] = 0), z(xyz[2] = 0)
{}
MyClass(float x, float y, float z)
: x(xyz[0] = x), y(xyz[1] = y), z(xyz[2] = z)
{}
MyClass& operator=(MyClass const& other)
{
std::copy(other.xyz, other.xyz + size, xyz);
return *this;
}
// convenient indexed access
reference operator[](std::size_t index)
{
if (index < size)
return xyz[index];
else
throw std::out_of_range("index not less than size");
}
// raw data access
float* data() { return xyz; }
private:
float xyz[size];
};
int main()
{
MyClass c1;
MyClass c2(1, 2, 3);
c1 = c2;
assert(c1.data()[0] == c2[0]);
assert(c1.data()[1] == c2[1]);
assert(c1.data()[2] == c2[2]);
MyClass c3(c2);
assert(c2[0] == c3.x);
assert(c2[1] == c3.y);
assert(c2[2] == c3.z);
}
I assumed no access to C++11, thus the initialisation gymnastics in the constructors.
Is it possible in C++ to refer to the same variable using different names without using the preprocessor?
To achieve the same effect as this pseudocode
struct vec3f {
float[3] values;
};
struct color : public vec3f {
#define r values[0]
#define g values[1]
#define b values[2]
};
color c;
c.r = 0.5f;
The following has the right semantics except it allocates space in the struct for the 3 references:
struct color : public vec3f {
float& r;
float& g;
float& b;
color() : r(values[0]), g(values[1]), b(values[2]) { }
};
Is there a way to get this compile-time name substitution without increasing the size of the struct?
How about this?
struct vec3f {
float[3] values;
};
struct color : public vec3f
{
float& r() { return values[0]; }
float& g() { return values[1]; }
float& b() { return values[2]; }
const float& r() const { return values[0]; }
const float& g() const { return values[1]; }
const float& b() const { return values[2]; }
};
I am not sure that you want to use inheritance in this case. You might be better of with a plain old union type:
typedef float vec3f[3];
union color {
vec3f values;
struct {
float r;
float g;
float b;
};
};
color c;
c.values[0] = 10;
assert( c.r == 10 );
As it happens, I first saw a really neat trick for this several years ago.
The idea is that you give the class named variables in order, and then also have a static const member of array-of-pointer-to-member type. The operator[] is overloaded to look up the appropriate pointer-to-member, use it to select the member from this, and return a reference.
This works because pointer-to-members are not ordinary pointers; they're a little more magical than that. (This is what enables you to create un-bound pointers to member functions, and why they can't be used where plain function pointers are expected).
It also means that you don't have to use any casting tricks, rely on any kinds of alignment, non-portable anonymous-union behaviour, or memory layout guarantees, and you still get to refer to the components of the structure as named fields instead of via accessor functions.
ALTERNATIVE 1
You always create a temporary when you want a variable alias. With a good optimizer you will hardly see any performance difference.
struct vec3f
{
float values[3];
};
struct tempvec
{
float &r;
float &g;
float &b;
tempvec( vec3f& bar )
:r(bar.values[0])
, g(bar.values[1])
, b(bar.values[2]){}
};
int main()
{
vec3f temp;
temp.values[0] = 2.40f;
//when you want to alias values[0] as r do this
tempvec(temp).r = 42;
tempvec(temp).g = 42;
return 0;
}
ALTERNATIVE 2
If you can verify that memory layout of vec3f and vec3c is the same on your platform and OS.. taking into account padding/alignment etc... you can do
struct vec3f
{
float values[3];
};
struct vec3c
{
float r,g,b;
};
int main()
{
vec3f temp;
temp.values[0] = 2.40f;
vec3c* alias = reinterpret_cast<vec3c*>(&temp);
alias->r = 4.2f;
alias->g = 4.2f;
alias->b = 4.2f;
return 0;
}
I have a struct that represents a vertex. It has x, y and z fields as well as several others. Recently I came into conclusion that for certain functionality I will need to access the coordinates of the vertex as an array. I didn't want to "pollute" the code with temporary variables or change all places that look like this v.y to this v.coord[1] which is not nice nor elegant. So I thought about using a union. Something like this should work:
struct {
float x,y,z;
} Point;
struct {
union {
float coord[3];
Point p;
};
} Vertex;
This is good, but not perfect. The point class has no point being there. I want to be able to access y coordinate simply by typing v.y (and not v.p.y).
Can you suggest a hack to solve this (or tell me that it is not possible)?
A good C++ approach is to use named accessors that return references to the elements:
class Point {
public:
float& operator[](int x) { assert(x <= 2); return coords_[x]; }
float operator[](int x) const { assert(x <= 2); return coords_[x]; }
float& X() { return coords_[0]; }
float X() const { return coords_[0]; }
float& Y() { return coords_[1]; }
float Y() const { return coords_[1]; }
float& Z() { return coords_[2]; }
float Z() const { return coords_[2]; }
private:
float coords_[3];
};
With this approach, given a Point p;, you can use both p[0] and p.X() to access the initial element of the internal coords_ array.
OK, this should work for you
struct {
union {
float coord[3];
struct
{
float x,y,z;
};
};
} Vertex;
What this code does is that it unions the array with the structure, so they share the same memory. Since the structure doesn't contain a name, it is accessible without a name, just like the union itself.