我一直在尝试制作一个类似于Unity的基于组件的系统,但在C中.我想知道Unity实现的GetComponent()方法是如何工作的.这是一个非常强大的功能.具体来说,我想知道它用于存储其组件的容器类型.
我在克隆这个函数时需要的两个标准如下. 1.我还需要返回任何继承的组件.例如,如果SphereCollider继承Collider,则GetComponent< Collider>()将返回附加到GameObject的SphereCollider,但GetComponent< SphereCollider>()不会返回附加的任何Collider.我需要快速的功能.优选地,它将使用某种散列函数.
对于标准一,我知道我可以使用类似于以下实现的东西
std::vector<Component*> components
template <typename T>
T* GetComponent()
{
for each (Component* c in components)
if (dynamic_cast<T>(*c))
return (T*)c;
return nullptr;
}
但这不符合快速的第二个标准.为此,我知道我可以做这样的事情.
std::unordered_map<type_index, Component*> components
template <typename T>
T* GetComponent()
{
return (T*)components[typeid(T)];
}
但同样,这不符合第一个标准.
如果有人知道某种方法来组合这两个特征,即使它比第二个例子慢一点,我也愿意牺牲一点点.谢谢!
解决方法:
由于我正在编写自己的游戏引擎并采用相同的设计,我想我会分享我的结果.
概观
我为我喜欢用作GameObject实例的组件的类编写了自己的RTTI.通过#defineing两个宏来减少输入量:CLASS_DECLaraTION和CLASS_DEFinitioN
CLASS_DECLaraTION声明将用于标识类类型(Type)的唯一静态const std :: size_t,以及允许对象通过调用其同名父类函数(IsClasstype)来遍历其类层次结构的虚函数.
CLASS_DEFinitioN定义了这两件事.即,Type被初始化为类名的字符串化版本的哈希值(使用TO_STRING(x)#x),因此类型比较只是一个int比较而不是字符串比较.
的std ::散列<的std :: string>是使用的哈希函数,它保证相等的输入产生相等的输出,并且冲突的数量接近于零.
除了散列冲突的低风险之外,这种实现还有一个额外的好处,即允许用户使用这些宏创建自己的Component类,而无需参考扩展enum类的一些master包含文件,或者使用typeid(仅提供运行时类型,而不是父类.
AddComponent
此自定义RTTI简化了Add | Get | RemoveComponent的调用语法,仅指定模板类型,就像Unity一样.
AddComponent方法完美地将通用引用可变参数包转发给用户的构造函数.因此,例如,用户定义的组件派生类CollisionModel可以具有构造函数:
CollisionModel( GameObject * owner, const Vec3 & size, const Vec3 & offset, bool active );
myGameObject.AddComponent<CollisionModel>(this, Vec3( 10, 10, 10 ), Vec3( 0, 0, 0 ), true );
注意Vec3的显式构造,因为如果使用推导的初始化列表语法(如{10,10,10},无论Vec3的构造函数声明如何),完美转发都可能无法链接.
此自定义RTTI还解决了std :: unordered_map< std :: typeindex,...>的3个问题.解:
>即使使用std :: tr2 :: direct_bases进行层次结构遍历,最终结果仍然是地图中相同指针的重复.
>除非使用允许/解决冲突而不覆盖的映射,否则用户无法添加多个等效类型的组件,这会进一步降低代码速度.
>不需要且不需要缓慢的dynamic_cast,只需要一个简单的static_cast.
GetComponent
GetComponent只使用模板类型的静态const std :: size_t类型作为虚拟bool IsClasstype方法的参数,并迭代std :: vector<的std ::的unique_ptr<组分> >寻找第一场比赛.
我还实现了一个GetComponents方法,它可以获取所请求类型的所有组件,同样包括从父类获取.
请注意,可以使用和不使用类的实例访问静态成员Type.
另请注意,Type是public,为每个Component派生类声明,并且尽管是POD成员,但大写以强调其灵活使用.
RemoveComponent
最后,RemoveComponent使用C 14的init-capture将相同的静态const std :: size_t类型的模板类型传递给lambda,这样它基本上可以执行相同的向量遍历,这次获得第一个匹配元素的迭代器.
代码中有一些关于更灵活实现的想法的注释,更不用说所有这些的const版本也可以轻松实现.
编码
Classes.h
#ifndef TEST_CLASSES_H
#define TEST_CLASSES_H
#include <string>
#include <functional>
#include <vector>
#include <memory>
#include <algorithm>
#define TO_STRING( x ) #x
//****************
// CLASS_DECLaraTION
//
// This macro must be included in the declaration of any subclass of Component.
// It declares variables used in type checking.
//****************
#define CLASS_DECLaraTION( classname ) \
public: \
static const std::size_t Type; \
virtual bool IsClasstype( const std::size_t classtype ) const override; \
//****************
// CLASS_DEFinitioN
//
// This macro must be included in the class deFinition to properly initialize
// variables used in type checking. Take special care to ensure that the
// proper parentclass is indicated or the run-time type @R_42_4045@ion will be
// incorrect. Only works on single-inheritance RTTI.
//****************
#define CLASS_DEFinitioN( parentclass, childclass ) \
const std::size_t childclass::Type = std::hash< std::string >()( TO_STRING( childclass ) ); \
bool childclass::IsClasstype( const std::size_t classtype ) const { \
if ( classtype == childclass::Type ) \
return true; \
return parentclass::IsClasstype( classtype ); \
} \
namespace rtti {
//***************
// Component
// base class
//***************
class Component {
public:
static const std::size_t Type;
virtual bool IsClasstype( const std::size_t classtype ) const {
return classtype == Type;
}
public:
virtual ~Component() = default;
Component( std::string && initialValue )
: value( initialValue ) {
}
public:
std::string value = "uninitialized";
};
//***************
// Collider
//***************
class Collider : public Component {
CLASS_DECLaraTION( Collider )
public:
Collider( std::string && initialValue )
: Component( std::move( initialValue ) ) {
}
};
//***************
// BoxCollider
//***************
class BoxCollider : public Collider {
CLASS_DECLaraTION( BoxCollider )
public:
BoxCollider( std::string && initialValue )
: Collider( std::move( initialValue ) ) {
}
};
//***************
// RenderImage
//***************
class RenderImage : public Component {
CLASS_DECLaraTION( RenderImage )
public:
RenderImage( std::string && initialValue )
: Component( std::move( initialValue ) ) {
}
};
//***************
// GameObject
//***************
class GameObject {
public:
std::vector< std::unique_ptr< Component > > components;
public:
template< class ComponentType, typename... Args >
void AddComponent( Args&&... params );
template< class ComponentType >
ComponentType & GetComponent();
template< class ComponentType >
bool RemoveComponent();
template< class ComponentType >
std::vector< ComponentType * > GetComponents();
template< class ComponentType >
int RemoveComponents();
};
//***************
// GameObject::AddComponent
// perfect-forwards all params to the ComponentType constructor with the matching parameter list
// DEBUG: be sure to compare the arguments of this fn to the desired constructor to avoid perfect-forwarding failure cases
// EG: deduced initializer lists, decl-only static const int members, 0|NULL instead of nullptr, overloaded fn names, and bitfields
//***************
template< class ComponentType, typename... Args >
void GameObject::AddComponent( Args&&... params ) {
components.emplace_back( std::make_unique< ComponentType >( std::forward< Args >( params )... ) );
}
//***************
// GameObject::GetComponent
// returns the first component that matches the template type
// or that is derived from the template type
// EG: if the template type is Component, and components[0] type is BoxCollider
// then components[0] will be returned because it derives from Component
//***************
template< class ComponentType >
ComponentType & GameObject::GetComponent() {
for ( auto && component : components ) {
if ( component->IsClasstype( ComponentType::Type ) )
return *static_cast< ComponentType * >( component.get() );
}
return *std::unique_ptr< ComponentType >( nullptr );
}
//***************
// GameObject::RemoveComponent
// returns true on successful removal
// returns false if components is empty, or no such component exists
//***************
template< class ComponentType >
bool GameObject::RemoveComponent() {
if ( components.empty() )
return false;
auto & index = std::find_if( components.begin(),
components.end(),
[ classtype = ComponentType::Type ]( auto & component ) {
return component->IsClasstype( classtype );
} );
bool success = index != components.end();
if ( success )
components.erase( index );
return success;
}
//***************
// GameObject::GetComponents
// returns a vector of pointers to the the requested component template type following the same match criteria as GetComponent
// NOTE: the compiler has the option to copy-elide or move-construct componentsOfType into the return value here
// Todo: pass in the number of elements desired (eg: up to 7, or only the first 2) which would allow a std::array return value,
// except there'd need to be a separate fn for getting them *all* if the user doesn't kNow how many such Components the GameObject has
// Todo: define a GetComponentAt<ComponentType, int>() that can directly grab up to the the n-th component of the requested type
//***************
template< class ComponentType >
std::vector< ComponentType * > GameObject::GetComponents() {
std::vector< ComponentType * > componentsOfType;
for ( auto && component : components ) {
if ( component->IsClasstype( ComponentType::Type ) )
componentsOfType.emplace_back( static_cast< ComponentType * >( component.get() ) );
}
return componentsOfType;
}
//***************
// GameObject::RemoveComponents
// returns the number of successful removals, or 0 if none are removed
//***************
template< class ComponentType >
int GameObject::RemoveComponents() {
if ( components.empty() )
return 0;
int numRemoved = 0;
bool success = false;
do {
auto & index = std::find_if( components.begin(),
components.end(),
[ classtype = ComponentType::Type ]( auto & component ) {
return component->IsClasstype( classtype );
} );
success = index != components.end();
if ( success ) {
components.erase( index );
++numRemoved;
}
} while ( success );
return numRemoved;
}
} /* rtti */
#endif /* TEST_CLASSES_H */
Classes.cpp
#include "Classes.h"
using namespace rtti;
const std::size_t Component::Type = std::hash<std::string>()(TO_STRING(Component));
CLASS_DEFinitioN(Component, Collider)
CLASS_DEFinitioN(Collider, BoxCollider)
CLASS_DEFinitioN(Component, RenderImage)
main.cpp中
#include <iostream>
#include "Classes.h"
#define MORE_CODE 0
int main( int argc, const char * argv ) {
using namespace rtti;
GameObject test;
// AddComponent test
test.AddComponent< Component >( "Component" );
test.AddComponent< Collider >( "Collider" );
test.AddComponent< BoxCollider >( "BoxCollider_A" );
test.AddComponent< BoxCollider >( "BoxCollider_B" );
#if MORE_CODE
test.AddComponent< RenderImage >( "RenderImage" );
#endif
std::cout << "Added:\n------\nComponent\t(1)\nCollider\t(1)\nBoxCollider\t(2)\nRenderImage\t(0)\n\n";
// GetComponent test
auto & componentRef = test.GetComponent< Component >();
auto & colliderRef = test.GetComponent< Collider >();
auto & BoxColliderRef1 = test.GetComponent< BoxCollider >();
auto & BoxColliderRef2 = test.GetComponent< BoxCollider >(); // BoxColliderB == BoxColliderA here because GetComponent only gets the first match in the class hierarchy
auto & renderImageRef = test.GetComponent< RenderImage >(); // gets &nullptr with MORE_CODE 0
std::cout << "Values:\n-------\ncomponentRef:\t\t" << componentRef.value
<< "\ncolliderRef:\t\t" << colliderRef.value
<< "\nBoxColliderRef1:\t" << BoxColliderRef1.value
<< "\nBoxColliderRef2:\t" << BoxColliderRef2.value
<< "\nrenderImageRef:\t\t" << ( &renderImageRef != nullptr ? renderImageRef.value : "nullptr" );
// GetComponents test
auto allColliders = test.GetComponents< Collider >();
std::cout << "\n\nThere are (" << allColliders.size() << ") collider components attached to the test GameObject:\n";
for ( auto && c : allColliders ) {
std::cout << c->value << '\n';
}
// RemoveComponent test
test.RemoveComponent< BoxCollider >(); // removes BoxColliderA
auto & BoxColliderRef3 = test.GetComponent< BoxCollider >(); // Now this is the second BoxCollider "BoxCollider_B"
std::cout << "\n\nFirst BoxCollider instance removed\nBoxColliderRef3:\t" << BoxColliderRef3.value << '\n';
#if MORE_CODE
// RemoveComponent return test
int removed = 0;
while ( test.RemoveComponent< Component >() ) {
++removed;
}
#else
// RemoveComponents test
int removed = test.RemoveComponents< Component >();
#endif
std::cout << "\nSuccessfully removed (" << removed << ") components from the test GameObject\n";
system( "PAUSE" );
return 0;
}
产量
Added:
------
Component (1)
Collider (1)
BoxCollider (2)
RenderImage (0)
Values:
-------
componentRef: Component
colliderRef: Collider
BoxColliderRef1: BoxCollider_A
BoxColliderRef2: BoxCollider_A
renderImageRef: nullptr
There are (3) collider components attached to the test GameObject:
Collider
BoxCollider_A
BoxCollider_B
First BoxCollider instance removed
BoxColliderRef3: BoxCollider_B
Successfully removed (3) components from the test GameObject
附注:授权Unity使用Destroy(对象)而不是RemoveComponent,但我的版本现在适合我的需要.
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