我是c ++的新手,我试图用sfml创建一个游戏,在这个游戏中我试图使用一个实体组件系统,我可以用于这个游戏和游戏的更进一步,但当我编译我得到一个错误,我不知道如何解决它。
这是我的entity.hpp类:
#ifndef Entity_hpp
#define Entity_hpp
#include <stdio.h>
#include <iostream>
#include <vector>
#include <Component.hpp>
using namespace std;
class Entity {
private:
vector<unique_ptr<Component>> _components;
public:
void Start();
void Update();
void Draw();
template <typename T, typename... TArgs> T& AddComponent(TArgs... args);
template <typename T> T& GetComponent();
};
#endif /* Entity_hpp */
接下来是Entity.cpp类:
#include "Entity.hpp"
void Entity::Update() {
for (auto& c : _components) {
c->Update();
}
}
void Entity::Draw() {
for (auto& c : _components) {
c->Draw();
}
}
void Entity::Start() {
for(auto& c : _components) {
c->Start();
}
}
template <typename T, typename... TArgs>
T& Entity::AddComponent(TArgs... args) {
T* component(new T(forward<T>(args)...));
component->entity = this;
unique_ptr<T> ptr{component};
_components.emplace_back(move(ptr));
return *component;
}
template <typename T> T& Entity::GetComponent() {
T* c;
if(find(_components.begin(), _components.end(), c) != _components.end()) {
return &c;
}
return nullptr;
}
我添加组件的游戏类:
#include "Game.hpp"
void Game::Start() {
auto& entity(_system.AddEntity());
auto& m(entity.AddComponent<Movement>());
}
void Game::Update() {
}
最后我的组件及其父组件:
#ifndef MovementComponent_hpp
#define MovementComponent_hpp
#include <stdio.h>
#include <Component.hpp>
class Movement : Component {
public:
Movement() {};
void Start() override {};
void Update() override {};
void Draw() override {};
};
#endif /* MovementComponent_hpp */
两者都没有在cpp文件中实现
#ifndef Component_hpp
#define Component_hpp
#include <stdio.h>
using namespace std;
class Entity;
class Component {
public:
Entity* entity{nullptr};
virtual void Start();
virtual void Update();
virtual void Draw();
virtual ~Component();
};
#endif /* Component_hpp */
这就是我得到的错误:
Ld /Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Products/Debug/SFML.app/Contents/MacOS/SFML normal x86_64
cd /Users/joeywelvaadt/Desktop/XCode/C++/SFML
export MACOSX_DEPLOYMENT_TARGET=10.7
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.12.sdk -L/Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Products/Debug -L/usr/local/lib -F/Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Products/Debug -F/Library/Frameworks -filelist /Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Intermediates/SFML.build/Debug/SFML.build/Objects-normal/x86_64/SFML.LinkFileList -Xlinker -rpath -Xlinker @loader_path/../Frameworks -mmacosx-version-min=10.7 -Xlinker -object_path_lto -Xlinker /Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Intermediates/SFML.build/Debug/SFML.build/Objects-normal/x86_64/SFML_lto.o -stdlib=libc++ -fobjc-link-runtime -framework sfml-system -framework sfml-window -framework sfml-graphics -framework sfml-audio -framework sfml-network -Xlinker -dependency_info -Xlinker /Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Intermediates/SFML.build/Debug/SFML.build/Objects-normal/x86_64/SFML_dependency_info.dat -o /Users/joeywelvaadt/Library/Developer/Xcode/DerivedData/SFML-eeksqjpmpgsdomeiuuzvucxhodww/Build/Products/Debug/SFML.app/Contents/MacOS/SFML
Undefined symbols for architecture x86_64:
"Movement& Entity::AddComponent<Movement>()", referenced from:
Game::Start() in Game.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
答案 0 :(得分:0)
模板声明和定义应该保留在同一个文件中(好吧,或多或少,你也可以通过在标题的末尾包含实现文件来以某种方式将它们分开,但为了清楚起见,让我简化这个问题)。您的Entity::AddComponent
成员函数不是这种情况,因此错误
如果你想使用像模板系统这样的功能,我建议你更深入一点
话虽如此,将您的成员模板函数的定义移至.hpp
并再试一次。