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00:32 | < Derakon> | Okay, this is pretty cool, and I wish I could take an animation of my screen and post it easily. |
00:32 | < Derakon> | I've got some basic transformations working now, so I have a chain of 10 line segments that stay more or less connected, and whip each other around. |
00:41 | < Vornicus> | woot |
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06:22 | < Derakon> | I have a Hardpoint class that inherits from a Component class. |
06:22 | < Derakon> | There's an update() function in Component which basically ensures that all child components of the current component get their update functions called. |
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06:23 | < Derakon> | Is there a way I can override the update function in Hardpoint, and at the end of it, call the Component update function? |
06:23 | < Derakon> | This is C++, by the way. |
06:23 | < Derakon> | (So the Hardpoint update would be "Do Hardpoint update, then do Component update, thereby ensuring that children get updated") |
06:31 | < Vornicus> | I used to know how to do that. |
06:32 | < Derakon> | Hmm...according to https://www.paklein.com/tahoe/forums/archive/index.php/t-260.html, it's just Component::update(). |
06:33 | < Vornicus> | That sounds right. |
06:38 | < Derakon> | Oh, duh...the Hardpoint update function won't be called anyway, because I'm treating it as a Component. |
06:38 | < Derakon> | What I *want* is to call update() on Component, and have it actually descend through the inheritance tree until it hits a leaf, at which point it executes the leaf update() function. But I don't think that's possible. |
06:39 | < Vornicus> | "virtual" |
06:39 | < Derakon> | Mmm...but Component contains code in its update() function that I don't want to duplicate. |
06:39 | < Derakon> | I suppose I could just have a generic "handoff" function in Component, though. |
06:40 | < Derakon> | It's ugly, but should work. |
06:40 | < Vornicus> | Then you can call Component::update() from the Hardpoint code. |
06:41 | < Derakon> | I can't access the Hardpoint code, though, because I don't know it's a Hardpoint from outside. |
06:41 | < Vornicus> | that's what virtual is for. |
06:41 | < Derakon> | Er, reality check - can you mix virtual and non-virtual functions in one class? |
06:41 | < Vornicus> | yes. |
06:42 | < Derakon> | Then why does g++ complain "warning: 'class Component' has virtual functions but non-virtual destructor |
06:42 | < Derakon> | " |
06:42 | < Derakon> | Also does that for Hardpoint. |
06:42 | < Vornicus> | because the destructor has to be virtual. |
06:42 | < Vornicus> | other functions don't have that requirement. |
06:43 | < Derakon> | Ergh...my knowledge of inheritance is so bloody rusty. |
06:47 | < Derakon> | Ahh, there we go. |
06:47 | < Derakon> | Thanks for the help. I now have an alternating chain of hardpoints and modules, and only the hardpoints are allowed to rotate. |
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--- Log closed Tue Jan 16 00:00:50 2007 |