C++:概念循环包含问题
我正在为游戏引擎制作一个基于组件的实体系统。
我有一个实体类,它必须包含组件基类标头才能定义组件数组 private Component* Components[ 123 ]
但是,在组件基类中我必须定义一个 < code>private Entity* OwnerEntity,因为组件知道它属于谁是至关重要的!
这导致 Entity.h 需要 Component.h,反之亦然 ->循环引用
如何解决这个问题?
I'm making a component based entity system for a game engine.
I have an entity class, which has to include the component base class header in order to define the array of components private Component* components[ 123 ]
However, in the component base class I have to define a private Entity* ownerEntity
, beacuse it is crucial that a component knows who it belongs to!
This results in Entity.h needing Component.h and vice-versa -> Circular reference
How can I solve this?
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只要您只需要您的类包含对其他类的指针或引用,您就可以跳过真正的包含文件并使用空的前向声明,例如
class组件;
。您将需要在源文件中完整包含您取消引用指针或使用引用来调用
Component
上的方法。As long as you only need your class to contain pointers or references to the other classes, you can skip the real include file and use an empty forward declaration like
class Component;
.You will need the full include in the source file where you dereference the pointers or use the reference to call methods on
Component
.