I am designing some classes for my project in C++
at the moment but I got a problem.
I want to create a camera
class which holds all the needed values (e.g. transformation matrices) but the function which renders the camera
should be exchangeable. This sounds like a usual case for the strategy pattern. Thus I created an interface which defines the render-function
and gave the the camera
class a pointer
to this interface.
The problem is that the render function
needs access to all the data in the camera
class and therefore I gave this function a pointer to the camera
class as a parameter. It looks like this:
#include "ICameraRender.h"
class Camera{
private:
ICameraRender* _cameraRender;
public:
Camera();
Camera(ICameraRender& cameraRender);
~Camera();
void renderCamera(){ _cameraRender->render(this); }
void setCameraRender(ICameraRender& cameraRender);
/..../
};
class ICameraRender{
public:
virtual ~ICameraRender(){
}
//Override me
virtual void render(Camera* camera) = 0;
};
This doesn't seem to be an elegant solution due to the liability to an infity loop (calling camera->renderCamera()
in the render-function
in ICameraRender
). Is there a better solution to this problem?
Regards
EDIT:
I came up with another solution. Since the function which operates on the camera's data, only needs access to the data I thought I could split up the camera class itself. A class called Camera and CameraModel. The last one holds all the needed data and the first one does operations on it. Therefore I just have to pass a pointer to CameraModel to my function:
class CameraModel{
private:
/...data.../
public:
/...setter and getter.../
};
class Camera{
private:
CameraModel* _cameraModel;
ICameraRender* _cameraRender;
public:
Camera();
Camera(ICameraRender& cameraRender);
~Camera();
void renderCamera(){ _cameraRender->render(_cameraModel); }
void setCameraRender(ICameraRender& cameraRender);
/..../
};
class ICameraRender{
public:
virtual ~ICameraRender(){
}
//Override me
virtual void render(CameraModel* cameraModel) = 0;
};
Now the render-function (which only calculates new values for the camera according to user input) does no longer have access to the renderCamera-function. What do you think about this solution?
Regards Stan
You're right, it does seem like a bad design. :)
I don't see why a camera render needs access to a camera. I'm sure you can pass something else as parameter. The render doesn't need access to all the camera members, so you can just pass the ones it needs (and, if there's a lot of them, wrap them in a structure CameraConfig
or something like that).
If the different renders need different parameters, you can make a separate hierarchy with ICameraConfig
.