使用方向枚举列表时反转方向(从左到右或从上到下)



我有一个像这样声明的方向的枚举:

enum class ShootingDirection
{
    Down,
    Up,
    Right,
    Left
};

我还声明了该类型的类成员,其值需要在某个方法中交换或反转。所谓交换或反转,我指的是向下->向上(反之亦然)和向右->向左(同样反之亦然)。

我使用的不是switch或一堆if…else if,而是像这样声明的std::map

std::map<ShootingDirection, ShootingDirection> _invertedDirectionsMap;

它充满了这样的数据:

_invertedDirectionsMap[ShootingDirection::Down] = ShootingDirection::Up;
_invertedDirectionsMap[ShootingDirection::Up] = ShootingDirection::Down;
_invertedDirectionsMap[ShootingDirection::Right] = ShootingDirection::Left;
_invertedDirectionsMap[ShootingDirection::Left] = ShootingDirection::Right;

类型为ShootingDirection的变量的反转则相当简单(假设它已初始化):

_direction = _invertedDirectionsMap[_direction];

我认为这是对地图的愚蠢使用和不必要的开销。有更聪明的方法吗?

顺便问一下,这个问题属于代码审查还是这里?我真的不熟悉标准。

我通常在一个圆中布置方向枚举(基本上与从x轴测量角度的方式相匹配。因此:

enum ShootingDirection { Right, Down, Left, Up };

匹配0度、90度、180度、270度。这(对我来说)使这成为一个直观的布局。

则反向方向简单地为:(dir + 2) % 4。或者更全面地说:

int InvertDirection(int dir)
{
    return (dir + 2) % 4;
}

我喜欢这个,因为我觉得它使用起来相当直观。顺时针方向转动为(dir + 1) % 4,逆时针方向转动(dir + 3) % 4

它也可以很容易地扩展到更多的方向。我把它用于六边形方向:反转方向现在是(dir + 3) % 6

其他人已经开始暗示这个解决方案,但这很快,避免了你说不想要的切换语句:

enum ShootingDirection {
    Down = -2,
    Up = 2,
    Right = 1,
    Left = -1
};
inline ShootingDirection invert(ShootingDirection d) {
    return static_cast<ShootingDirection>(-static_cast<int>(d));
}

理想情况下,这应该只对一条汇编指令进行内联编译。

是:改为使用switch语句。它将大大提高效率。如果这还不够好,可以考虑一下:

enum class ShootingDirection
{
    Down = 1,
    Up = -1,
    Right = 2,
    Left = -2
};

然后可以通过算术求反(当然还有从int到int的强制转换)进行反转。

enum class Direction {
    UP = 1,
    DOWN = 2,
    LEFT = 3,
    RIGHT = 4
};
enum class InvertedDirection {
    UP = 2,
    DOWN = 1,
    LEFT = 4,
    RIGHT = 3
};
InvertedDirection getInvertedDirection(Direction dir) {
    return static_cast<InvertedDirection>(dir);
}

这是你跑得最快的。使用静态强制转换,然后交换反转值,你真的不会比这更快。

函数实际上只是一个助手,你可以在任何你喜欢的地方进行静态转换。无论哪种方式,这都将阻止编译器发出任何转换代码。

有一种方法可以做到这一点,而无需分支。

http://coliru.stacked-crooked.com/a/4b0a1e3c58b74004

诀窍是:

/* The direction type is 8 bits, only the first 2 are used */
/* The first 2 bits have the following meanings */
typedef unsigned char direction;
const direction down  = 'x00'; /* 00000000 */
const direction up    = 'x03'; /* 00000011 */
const direction left  = 'x01'; /* 00000001 */
const direction right = 'x02'; /* 00000010 */
/* All other values are interpreted by first zeroing out the last 6 bits */
/* Use to zero out all bits but the last two, also for XORing */
static const direction oneone = 'x03';
inline direction xorflip(const direction d)
{
    /*
     * XOR with 11
     * 00 ^ 11 = 11, down  to up
     * 01 ^ 11 = 10, left  to right
     * 10 ^ 11 = 01, right to left
     * 11 ^ 11 = 00, up    to down
     */
    return d ^ oneone;
}

您问:

有更聪明的方法吗?

这是另一种扭转方向的方法:

#include <iostream>
enum class ShootingDirection : unsigned char
{
   Up    = 0x00,
   Down  = 0xFF,
   Left  = 0x01,
   Right = 0xFE
};
ShootingDirection reverseDirection(ShootingDirection dir)
{
   return ShootingDirection((unsigned char)dir ^ 0xFF);
}
int main()
{
   ShootingDirection up = ShootingDirection::Up;
   ShootingDirection down = ShootingDirection::Down;
   ShootingDirection left = ShootingDirection::Left;
   ShootingDirection right = ShootingDirection::Right;
   std::cout << "Up: " << (int)up << ", Reverse: " << (int)reverseDirection(up) << std::endl;
   std::cout << "Down: " << (int)down << ", Reverse: " << (int)reverseDirection(down) << std::endl;
   std::cout << "Left: " << (int)left << ", Reverse: " << (int)reverseDirection(left) << std::endl;
   std::cout << "Right: " << (int)right << ", Reverse: " << (int)reverseDirection(right) << std::endl;
   return 0;
}

输出:

Up: 0, Reverse: 255
Down: 255, Reverse: 0
Left: 1, Reverse: 254
Right: 254, Reverse: 1

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