Reputation: 23
For my collision code, I thought it would be neat if each entity overrode and defined its own interaction with any other entity. So, I tried to implement this:
Entity.h:
class Bullet;
class Person;
class Entity
{
public:
Entity();
~Entity();
virtual void resolveCollision(Entity &other);
virtual void resolveCollision(Bullet &other);
virtual void resolveCollision(Person &other);
};
Entity.cpp:
void Entity::Entity() {}
void Entity::~Entity() {}
void Entity::resolveCollision(Entity &other) {
std::cout << "collided entity with entity" << std::endl;
}
void Entity::resolveCollision(Bullet &other) {
std::cout << "collided entity with bullet" << std::endl;
}
void Entity::resolveCollision(Person &other) {
std::cout << "collided entity with person" << std::endl;
}
Person.h:
#include "Entity.h"
class Person :
public Entity
{
public:
Person();
~Person();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Person.cpp:
Person::Person() {}
Person::~Person() {}
void Person::resolveCollision(Entity &other) {
std::cout << "collided person with entity" << std::endl;
}
void Person::resolveCollision(Bullet &other) {
std::cout << "collided person with bullet" << std::endl;
}
void Person::resolveCollision(Person &other) {
std::cout << "collided person with person" << std::endl;
}
Bullet.h (almost a replica of Person.h):
#include "Entity.h"
class Bullet :
public Entity
{
public:
Bullet();
~Bullet();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Bullet.cpp (almost a replica of Person.cpp):
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::resolveCollision(Entity &other) {
std::cout << "collided bullet with entity" << std::endl;
}
void Bullet::resolveCollision(Bullet &other) {
std::cout << "collided bullet with bullet" << std::endl;
}
void Bullet::resolveCollision(Person &other) {
std::cout << "collided bullet with person" << std::endl;
}
Finally, the main.cpp:
#include "Bullet.h"
#include "Person.h"
#include <typeinfo>
int main()
{
std::vector<std::shared_ptr<Entity>> entities;
entities.push_back(std::shared_ptr<Person>(new Person()));
entities.push_back(std::shared_ptr<Bullet>(new Bullet()));
std::cout << typeid(entities[0]).name() << std::endl;
std::cout << typeid(*entities[0]).name() << std::endl;
std::cout << typeid(entities[1]).name() << std::endl;
std::cout << typeid(*entities[1]).name() << std::endl;
(*entities[0]).resolveCollision(*entities[1]);
Person().resolveCollision(Bullet());
return 0;
}
For some odd reason, the console outputs the following:
class std::shared_ptr<class Entity>
class Person
class std::shared_ptr<class Entity>
class Bullet
collided person with entity
collided person with bullet
So it seems to be recognizing that *entities[1] is a class Bullet, but for some reason, it calls the Person::resolveCollision(Entity) instead of Person::resolveCollision(Bullet) even though making instances of those classes and doing the same thing outputs a collision between a player and bullet. What am I doing to cause this? Does the forward declaration cause this?
Thank you!
Upvotes: 2
Views: 300
Reputation: 473
In order to get the desired behaviour use the following piece of code :
auto bulletPtr = std::dynamic_pointer_cast<Bullet>(entities[1]);
if(bulletPtr)
{
entities[0]->resolveCollision(bulletPtr);
}
entities[0]'s resolvecollision will call Person's resolveCollision as the function is virtual and overridden in the derived class. The c++ run-time has no clue that entities[1] is actually a bulletPtr, so you have to dyamically cast it down. You have to check for the validity of pointer returned by dynamic_pointer_cast.
Upvotes: 0
Reputation: 206567
The call
(*entities[0]).resolveCollision(*entities[1]);
resolves to Entity::resolveCollision(Entity &other);
at compile time. By virtue of virtual
function dispatch mechanism, the call is dispatched to Person::resolveCollision(Entity &other);
at run time. However, the dynamic dispatch system does not change the call to Person::resolveCollision(Bullet &other);
based on the run time information of other
. That would require a double dispatch system, which is not part of the language.
Upvotes: 3