Ham*_*aro 0 c++ polymorphism dynamic-cast game-engine
当我尝试将基类转换为派生类时,我收到错误.我想访问我放在组件向量中的派生类.
//基础和派生
class Component
{
public:
Component();
virtual ~Component();
private:
};
class Material:public Component{...};
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//在主要
int textureID = gameScene.gameObjects[0].getComponent<Material>()->texture;
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//游戏对象
#pragma once
#include <vector>
#include "Component.h"
class GameObject:public Component
{
public:
GameObject();
GameObject(int otherAssetID);
~GameObject();
int assetID;
std::vector<Component> components;
void addComponent(Component otherComponent);
void deleteComponent(Component otherComponent);
template <class T>
T* getComponent() {
for (int i = 0; i < components.size(); i++)
{
if (dynamic_cast<T*>(components[i]) != nullptr)
{
T *test = dynamic_cast<T*>(components[i]);
return test;
}
}
return nullptr;
}
private:
};
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std::vector<Component>不能包含除Component自身以外的类的对象.如果Material向向量添加对象,则将存储该Component部分Material.这个问题被称为对象切片问题.
您可能希望创建一个包含指向基本多态类的指针的向量.
::std::vector<::std::unique_ptr<Componenet>> components;
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也dynamic_cast很贵,所以你可能只想在存储返回值时调用它:
T * const test = dynamic_cast<T*>(components[i].get());
if(test)
{
return test;
}
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