我有一个模板类ComponentCache,它本质上是std::vector
的包装器,除了它只提供对数据的随机访问。
template<class T>
class ComponentCache
{
public:
ComponentCache()
{
m_Components.reserve(1024);
}
~ComponentCache()
{ }
//Get a component stored at some index.
//If the index is greater than the size of the index,
//resize it to the size of the index + 128
T& GetComponent(const std::uint32_t& index)
{
if(index >= m_Components.size())
{
std::uint32_t newSize = index + 128;
m_Components.resize(newSize);
}
return m_Components.at(index);
}
private:
std::vector<T> m_Components;
};
我有另一个模板类ComponentStorage
,它本质上是std :: tuple&gt;的包装器。
template<class... T>
class ComponentStorage
{
public:
ComponentStorage()
{ }
~ComponentStorage()
{ }
//Gets a component at some index from the tuple of components
template<class Component>
Component& GetComponent(const aecs::Entity& index)
{
return std::get<aecs::Component::ComponentCache<Component>>
(m_ComponentLines).GetComponent(index);
}
private:
std::tuple<aecs::Component::ComponentCache<T>...> m_ComponentLines;
};
最后,我有另一个模板类World
,它充当了一个保持内存池和ComponentStorage
类在逻辑上靠近彼此的位置。
template<class... Components>
class World
{
struct EntityMetadata
{
std::bitset<sizeof...(Components)> ComponentBitset;
bool IsActive = false;
};
public:
World(std::size_t size = 128)
{
m_EntityMetadata.resize(size);
}
~World()
{ }
/*Entity Management*/
const aecs::Entity& CreateEntity()
{
auto entity = m_EntityPool.Create();
if(entity != 0xFFFFFFFF)
{
auto entityIndex = aecs::GetIndexFromEntity(entity);
m_EntityMetadata.at(entityIndex).IsActive = true;
}
return std::move(entity);
}
void DestroyEntity(const aecs::Entity& entity)
{
if(entity == 0xFFFFFFFF)
{
return;
}
auto entityIndex = aecs::GetIndexFromEntity(entity);
m_EntityMetadata.at(entityIndex).IsActive = false;
m_EntityPool.Destroy(entity);
}
const std::vector<aecs::Entity>& GetActiveEntities()
{
return m_EntityPool.GetActiveEntities();
}
const bool IsEntityActive(const aecs::Entity& entity)
{
auto entityIndex = aecs::GetIndexFromEntity(entity);
return m_EntityMetadata.at(entityIndex).IsActive;
}
/*Component Management*/
template<class Component>
Component& GetComponentFromEntity(const aecs::Entity &entity)
{
const std::uint32_t index = aecs::GetIndexFromEntity(entity);
return m_ComponentStorage.GetComponent<Component>(index);
}
template<class Component>
void AddComponentToEntity(const aecs::Entity& entity)
{
//TODO: Implement
auto entityIndex = aecs::GetIndexFromEntity(entity);
m_EntityMetadata.at(entityIndex).ComponentBitset.set(
aecs::mpl::IndexOf<Component, std::tuple<Components...>>::value);
}
template<class Component>
void RemoveComponentFromEntity(const aecs::Entity& entity)
{
//TODO: Implement
auto componentIndex = aecs::mpl::IndexOf<Component,
std::tuple<Components...>>::value;
auto entityIndex = aecs::GetIndexFromEntity(entity);
m_EntityMetadata.at(entityIndex).ComponentBitset.reset(componentIndex);
}
template<class Component>
const bool EntityHasComponent(const aecs::Entity& entity)
{
auto componentIndex = aecs::mpl::IndexOf<Component,
std::tuple<Components...>>::value;
auto entityIndex = aecs::GetIndexFromEntity(entity);
std::bitset<sizeof...(Components)> tempBitset;
tempBitset.set(componentIndex);
return (m_EntityMetadata.at(entityIndex).ComponentBitset & tempBitset) ==
tempBitset;
}
private:
aecs::EntityPool m_EntityPool;
aecs::ComponentStorage<Components...> m_ComponentStorage;
std::vector<EntityMetadata> m_EntityMetadata;
};
将它们放在一起,它应该是这样的:
struct Position
{
float x;
float y;
};
struct Velocity
{
float x;
float y;
};
int main() {
aecs::World<Position, Velocity> w;
const auto e = w.CreateEntity();
Velocity& v1 = w.GetComponentFromEntity<Velocity>(e);
return 0;
}
但是,我收到有关GetComponentFromEntity
的以下编译错误:
error: expected primary-expression before '>' token
return m_ComponentStorage.GetComponent<Component>(index);
如果我将其切换为自动推断出Component
的类型,我会收到以下错误:
E:\CLion\AECS\aecs/World/World.h: In instantiation of 'Component& aecs::World<Components>::GetComponentFromEntity(const Entity&) [with Component = Velocity; Components = {Position, Velocity}; aecs::Entity = unsigned int]':
E:\CLion\AECS\main.cpp:26:54: required from here
E:\CLion\AECS\aecs/World/World.h:69:49: error: no matching function for call to 'aecs::ComponentStorage<Position, Velocity>::GetComponent(const uint32_t&)'
return m_ComponentStorage.GetComponent(index);
^
In file included from E:\CLion\AECS\aecs/World/World.h:9:0,
from E:\CLion\AECS\main.cpp:2:
e:\clion\aecs\aecs\componentstorage\componentstorage.h:27:14: note: candidate: template<class Component> Component& aecs::ComponentStorage<T>::GetComponent(const Entity&) [with Component = Component; T = {Position, Velocity}]
Component& GetComponent(const aecs::Entity& index)
^
e:\clion\aecs\aecs\componentstorage\componentstorage.h:27:14: note: template argument deduction/substitution failed:
In file included from E:\CLion\AECS\main.cpp:2:0:
E:\CLion\AECS\aecs/World/World.h:69:49: note: couldn't deduce template parameter 'Component'
return m_ComponentStorage.GetComponent(index);
似乎编译器在编译时推断Component
的类型没有问题,因为Component
是返回的内容。
我觉得我犯了一些明显的错误,但一切看起来都对我不对。我忘记了关于模板的重要事项吗?
答案 0 :(得分:1)
在解析该行时,让自己置身于编译器的脚下:
return m_ComponentStorage.GetComponent<Component>(index);
m_ComponentStorage
的类型取决于Components...
,这在解析代码时是未知的。你怎么能说出GetComponent
应该是什么?
它可以是模板成员函数,但它也可以是一个简单的成员变量。出于理智的考虑,编译器被指示假设他们正在处理该场景中的成员变量。
您可以告诉编译器它使用
处理什么 return m_ComponentStorage.template GetComponent<Component>(index);