实体组件系统和共享通用基本类型的多个组件 [英] Entity Component System and multiple components sharing common base type
问题描述
我正在尝试为我的游戏引擎实现一个简单的ECS.我知道我的实现并不严格是ECS,但是我正在重构我的代码以使其更加基于组件.到目前为止,我有以下课程:
Entity
:它是一个组件容器,并且由于我希望我的实体具有多个相同类型的组件,因此将它们存储在一个
std::map<ComponentID,std::vector<std::unique_ptr<Component>>>
.每个组件都有一个唯一的ID(一个无符号的int),该ID是从我在网络上学到的一个简单的模板技巧获得的:
一个名为GetUniqueComponentID的函数:
using ComponentID = unsigned int;
inline ComponentID GetUniqueComponentID()
{
static ComponentID id = 0;
return id++;
}
包含一个计数器,该计数器仅生成递增的数字. 我从名为GetComponentID的函数模板中调用此函数:
template <typename T>
ComponentID GetComponentID()
{
static ComponentID id = GetUniqueComponentID();
return id;
}
此模板为我添加到实体中的每个组件实例化了一个不同的函数,因此需要检索组件的代码可以使用GetComponentId<Component_type>
索引地图,并使用具体的组件类型作为该函数的模板参数./p>
实体类具有AddComponent和GetComponent之类的方法,它们分别创建一个组件并将其添加到实体中,并检索一个组件(如果存在):
class Entity
{
public:
Entity();
~Entity();
template <typename T, typename... TArgs>
T &AddComponent(TArgs&&... args);
template <typename T>
bool HasComponent();
//template <typename T>
//T &GetComponent();
template <typename T>
std::vector<T*> GetComponents();
bool IsAlive() { return mIsAlive; }
void Destroy() { mIsAlive = false; }
private:
//std::map<ComponentID, std::unique_ptr<Component>> mComponents; // single component per type
std::map<ComponentID, std::vector<std::unique_ptr<Component>>> mComponents; // multiple components per type
bool mIsAlive = true;
};
template <typename T, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<T>()].push_back(std::move(component));
return *c;
}
template <typename T>
bool Entity::HasComponent() // use bitset (faster)
{
std::map<ComponentID, std::vector<std::unique_ptr<Component>>>::iterator it = mComponents.find(GetComponentID<T>());
if (it != mComponents.end())
return true;
return false;
}
template <typename T>
std::vector<T*> Entity::GetComponents()
{
std::vector<T*> components;
for (std::unique_ptr<Component> &component : mComponents[GetComponentID<T>()])
components.push_back(static_cast<T*>(component.get()));
return components;
}
由于我要存储相同类型的多个组件,因此将它们存储在std::map<ComponentID,std::vector<std::unique_ptr<Component>>>
中.
现在我的问题是:
我需要为一种类型的组件创建一个组件层次结构:我有一个ForceGenerator组件,它是所有具体的ForceGenerator(弹簧,重力等)的(抽象)基类.因此,我需要创建具体的组件,但是我需要通过指向基类的指针来多态使用它们:我的物理子系统只需要关心指向基力生成器的指针,调用其Update()方法即可处理更新力
我无法使用当前方法,因为每次创建特定的ForceGenerator组件时我都会用不同的类型调用AddComponent,而我需要将它们存储在同一数组中(映射到基本ForceGenerator的组件ID) .
我该如何解决这个问题?
您可以使用以下默认模板参数:
class Entity
{
template <typename T,typename StoreAs=T, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args);
};
template <typename T,typename StoreAs, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<StoreAs()].push_back(std::move(component));
return *c;
}
被称为
entity.AddComponent<T>(...)//Will instatiate AddComponent<T,T,...>
entity.AddComponent<T,U>(...)//Will instatiate AddComponent<T,U,...>
您甚至可以更进一步,仅在可以将组件存储为该类型时才使用一些SFINAE来启用此功能:(可能或可能实际上并未改善错误消息)
template <typename T,typename StoreAs, typename... TArgs>
std::enable_if_t<std::is_base_of_v<StoreAs,T>,T&> //Return type is `T&`
Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<StoreAs>()].push_back(std::move(component));
return *c;
}
我认为Component
是所有组件的基类.如果您有一组有限的已知组件,则可以将它们存储在std::variant<List types here>
中,而不是唯一的指针中.
显然clang抱怨:模板参数重新定义了默认参数". Gcc并不介意,只是为了正确,只将StoreAs
初始化StoreAs=T
放在Entity类中,而不放在实现中.我编辑了源代码.
I'm trying to implement a simple ECS for my game engine. I know that my implementation is not strictly ECS, but I'm refactoring my code to be more component-based. So far I have the following classes:
Entity
: it is a container of components, and since I want my entity to have multiple components of the same type, it stores them in a
std::map<ComponentID,std::vector<std::unique_ptr<Component>>>
. Each component has a unique ID (an unsigned int), that I get from a simple template trick I learned on the web:
A function called GetUniqueComponentID:
using ComponentID = unsigned int;
inline ComponentID GetUniqueComponentID()
{
static ComponentID id = 0;
return id++;
}
contains a counter that simply generates incrementing numbers. I call this function from a function template called GetComponentID:
template <typename T>
ComponentID GetComponentID()
{
static ComponentID id = GetUniqueComponentID();
return id;
}
this template instantiates a different function for each component that I add to my entity, so code that needs to retrieve a component can index the map using GetComponentId<Component_type>
, with the concrete component type as the template argument for the function.
The entity class has methods like AddComponent and GetComponent that respectively create a component and add it to the entity, and retrieve a component (if present):
class Entity
{
public:
Entity();
~Entity();
template <typename T, typename... TArgs>
T &AddComponent(TArgs&&... args);
template <typename T>
bool HasComponent();
//template <typename T>
//T &GetComponent();
template <typename T>
std::vector<T*> GetComponents();
bool IsAlive() { return mIsAlive; }
void Destroy() { mIsAlive = false; }
private:
//std::map<ComponentID, std::unique_ptr<Component>> mComponents; // single component per type
std::map<ComponentID, std::vector<std::unique_ptr<Component>>> mComponents; // multiple components per type
bool mIsAlive = true;
};
template <typename T, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<T>()].push_back(std::move(component));
return *c;
}
template <typename T>
bool Entity::HasComponent() // use bitset (faster)
{
std::map<ComponentID, std::vector<std::unique_ptr<Component>>>::iterator it = mComponents.find(GetComponentID<T>());
if (it != mComponents.end())
return true;
return false;
}
template <typename T>
std::vector<T*> Entity::GetComponents()
{
std::vector<T*> components;
for (std::unique_ptr<Component> &component : mComponents[GetComponentID<T>()])
components.push_back(static_cast<T*>(component.get()));
return components;
}
Since I want to store multiple components of the same type, I store them in a std::map<ComponentID,std::vector<std::unique_ptr<Component>>>
.
Now my question is:
I need to create a component hierarchy for a type of component: I have a ForceGenerator component that is the (abstract) base class for all kinds of concrete ForceGenerators (Springs, Gravity and so on). So I need to create the concrete components, but I need to use them polymorphically through a pointer to the base class: my physics subsystem needs only be concerned with pointers to the base ForceGenerator, calling its Update() method that takes care of updating forces.
I can't use the current approach, since I call AddComponent with a different type each time I create a specific ForceGenerator component, while I need to store them in the same array (mapped to the component ID of the base ForceGenerator).
How could I solve this problem?
You could use default template arguments like this:
class Entity
{
template <typename T,typename StoreAs=T, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args);
};
template <typename T,typename StoreAs, typename... TArgs>
T &Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<StoreAs()].push_back(std::move(component));
return *c;
}
is called like
entity.AddComponent<T>(...)//Will instatiate AddComponent<T,T,...>
entity.AddComponent<T,U>(...)//Will instatiate AddComponent<T,U,...>
You might even go step further and use some SFINAE to only enable this function when the component can be stored as that type: (Might or might not actually improve the error message)
template <typename T,typename StoreAs, typename... TArgs>
std::enable_if_t<std::is_base_of_v<StoreAs,T>,T&> //Return type is `T&`
Entity::AddComponent(TArgs&&... args)
{
T *c = new T(std::forward<TArgs>(args)...);
std::unique_ptr<Component> component(c);
component->SetEntity(this);
mComponents[GetComponentID<StoreAs>()].push_back(std::move(component));
return *c;
}
I assume that Component
is a base class for all components. If you have a finite,known set of components, you can store them in std::variant<List types here>
instead of unique pointers.
EDIT:
Apparently clang complains: "template parameter redefines default argument". Gcc didn't mind, but just to be correct, put the StoreAs
initialization StoreAs=T
only in Entity class, not to the implementation. I edited the source code.
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