I am in the process of re-working my game engine to use smart-pointers
. I have an Object
class which everything inherits from. I have a GameObject
which is renderable so it inherits from IRenderable
(a class that defines a pure virtual
render function) and does not inherit from Object. I have a RenderSystem
which is supposed to hold a shared_ptr
to all IRenderable
in the scene.
The problem that I have is how do I cast my shared_ptr<GameObject>
to an IRenderable
for the RenderSystem
?
Ideas that I have tried:
RenderSystem uses
shared_ptr` but this doesn't work as it is dangerous because not all gameObjects are renderable.IRenderable
inherit from Object
which should allow for me to inherit from it. This would mean that IRenderable
is no longer an interface as Object
has other functions included.This is completely do-able with raw pointers and as such, I feel like there is some way to achieve the same result with smart pointers
Example:
// Object.h
class Object : public enable_shared_from_this<Object> { ... }
// GameObject.h
class GameObject : public Object { ... }
// MeshRenderer.h
class MeshRenderer : public GameObject, IRenderable {
public:
void initialize()
{
// Not able to cast Object to IRenderable
RenderSystem::instance().addRenderable(getShared());
// AND
// Not able to cast Object to IRenderable
RenderSystem::instance().addRenderable(std::static_pointer_cast<IRenderable>(getShared()));
}
}
// RenderSystem.h
class RenderSystem
{
std::list<std::shared_ptr<IRenderable>> m_renderables;
public:
void addRenderable(std::shared_ptr<IRenderable> ptr)
{
m_renderables.push_back(ptr);
}
}
// main.cpp
...
auto meshRenderer = std::shared_ptr<MeshRenderer>();
...
Like this:
#include <memory>
// everything is an Object - yuk, but ok, if you wish...
struct Object : std::enable_shared_from_this<Object>
{
};
struct GameObject : Object
{
};
struct IRenderable
{
virtual void render() {};
};
struct RederableGameObject : GameObject, IRenderable
{
auto as_shared_renderable() -> std::shared_ptr<IRenderable>
{
// builds a new shared pointer to IRenderable which
// uses the same lifetime control block as me
return std::shared_ptr<IRenderable>
{
this->shared_from_this(), // where to get the control block
this // what to point to
};
}
};
Documentation:
See constructor number (8)
http://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Update:
Here is a starting point for a free function to fetch a correct shared_pointer from any object provided it is ultimately publicly derived from std::enable_shared_from_this
#include <memory>
#include <type_traits>
namespace notstd
{
// stuff that I think *should be* std
using namespace std;
// a trait to determine whether class T is derived from template
// Tmpl<...>
template <typename T, template <class...> class Tmpl>
struct is_derived_from_template_impl
{
static std::false_type test(...);
template <typename...Us>
static std::true_type test(Tmpl<Us...> const &);
using result = decltype(test(std::declval<T>()));
};
template <typename T, template <class...> class Tmpl>
using is_derived_from_template = typename is_derived_from_template_impl<T, Tmpl>::result;
template <typename T, template <class...> class Tmpl>
constexpr auto is_derived_from_template_v = is_derived_from_template<T, Tmpl>::value;
// free function version of shared_from_this
template<class T>
auto shared_from(enable_shared_from_this<T>* p)
-> std::shared_ptr<T>
{
return p->shared_from_this();
}
// specific shared_ptr construction from type T
template<class T>
auto shared_from(T*p)
-> enable_if_t
<
is_derived_from_template_v
<
T,
enable_shared_from_this
>,
std::shared_ptr<T>
>
{
return std::shared_ptr<T>(p->shared_from_this(), p);
}
}
// everything is an Object - yuk, but ok, if you wish...
struct Object : std::enable_shared_from_this<Object>
{
};
struct GameObject : Object
{
};
struct IRenderable
{
virtual void render() {};
};
extern int emit(const char* str);
struct RederableGameObject : GameObject, IRenderable
{
auto as_shared_renderable() -> std::shared_ptr<RederableGameObject>
{
return notstd::shared_from(this);
}
auto as_shared_renderable() const -> std::shared_ptr<const RederableGameObject>
{
return notstd::shared_from(this);
}
void e() const {
emit("const");
}
void e() {
emit("mutable");
}
};
int main()
{
auto rgo = std::make_shared<RederableGameObject>();
// prove it works
auto p1 = rgo->as_shared_renderable();
// prove it works with a const object also
auto p2 = static_cast<const RederableGameObject&>(*rgo).as_shared_renderable();
p1->e();
p2->e();
}