I would like to create a Vertex class, and would like to genericise it by being able to create a 32 bit float and 64 bit double version, and maybe int version. I would like to do this:
template <typename P>
struct Vertex
{
if (typeid(P) == typeid(float))
{
vec3 position;
vec3 normal;
vec2 texcoords;
}
else if (typeid(P) == typeid(double))
{
dvec3 position; // This is a double vector
dvec3 normal;
dvec2 texcoords;
}
else if (typeid(P) == typeid(int))
{
ivec3 position; // This is an integer vector
ivec3 normal;
ivec2 texcoords;
}
};
I don't think if statements aren't evaluated at compile-time, so this is just an illustration of what I would like to do. Is there any way to do this? Or do I have to specialise each type, or just rewrite all the different versions?
Member functions of class templates (C++ only)You may define a template member function outside of its class template definition. The overloaded addition operator has been defined outside of class X . The statement a + 'z' is equivalent to a. operator+('z') .
Each class template instantiation has its own copy of any static data members. The static declaration can be of template argument type or of any defined type. The statement template T K::x defines the static member of class K , while the statement in the main() function assigns a value to the data member for K <int> .
It's not the method that is templated, it's the class. You can have a templated method in a non-templated class, a non-templated method in a templated class (your case) and a templated method in a templated class, and of course a non-templated method in a non-templated class. Save this answer.
A template argument for a template template parameter is the name of a class template. When the compiler tries to find a template to match the template template argument, it only considers primary class templates. (A primary template is the template that is being specialized.)
Here's an alternative
template<typename T>
struct Type { typedef T type; };
template<typename T>
inline constexpr Type<T> type{};
template <typename P>
struct Vertex
{
static constexpr auto D3 = []{
if constexpr(std::is_same_v<P,float>)
return type<vec3>;
else if constexpr(std::is_same_v<P,double>)
return type<dvec3>;
else if constexpr(std::is_same_v<P,int>)
return type<ivec3>;
}();
static constexpr auto D2 = []{
if constexpr(std::is_same_v<P,float>)
return type<vec2>;
else if constexpr(std::is_same_v<P,double>)
return type<dvec2>;
else if constexpr(std::is_same_v<P,int>)
return type<ivec2>;
}();
typename decltype(D3)::type position;
typename decltype(D3)::type normal;
typename decltype(D2)::type texcoords;
};
With a little bit of more effort on the Type
template, you can improve the code of the lambdas quite a bit (perhaps you've seen boost hana, which follows this idea aswell)
template<typename T>
struct Type {
typedef T type;
friend constexpr bool operator==(Type, Type) {
return true;
}
};
template<typename T1, typename T2>
constexpr bool operator==(Type<T1>, Type<T2>) {
return false;
}
template<typename T>
inline constexpr Type<T> type{};
Now it will not need std::is_same_v
anymore
template <typename P>
struct Vertex
{
static constexpr auto D3 = [](auto t) {
if constexpr(t == type<float>)
return type<vec3>;
else if constexpr(t == type<double>)
return type<dvec3>;
else if constexpr(t == type<int>)
return type<ivec3>;
}(type<P>);
static constexpr auto D2 = [](auto t) {
if constexpr(t == type<float>)
return type<vec2>;
else if constexpr(t == type<double>)
return type<dvec2>;
else if constexpr(t == type<int>)
return type<ivec2>;
}(type<P>);
typename decltype(D3)::type position;
typename decltype(D3)::type normal;
typename decltype(D2)::type texcoords;
};
The ugly decltype
writing could be fixed by using auto
aswell
template<auto &t>
using type_of = typename std::remove_reference_t<decltype(t)>::type;
So you can write
type_of<D3> position;
type_of<D3> normal;
type_of<D2> texcoords;
OP has mentioned in comments that they're using GML.
GLM vectors are actually templates, so there is no need for intricate solutions:
template <typename P>
struct Vertex
{
tvec3<P> position;
tvec3<P> normal;
tvec2<P> texcoords;
};
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