en:toolworks:docs:apparatus:subject

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en:toolworks:docs:apparatus:subject [2021/12/04 20:47] – [C++ Workflow] vladiusen:toolworks:docs:apparatus:subject [2021/12/06 22:36] (current) vladius
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 //Subjects// are the foundational lightweight entities managed by Apparatus. They are mostly UE-independent and consist of [[en:toolworks:docs:apparatus:trait|Traits]] and [[en:toolworks:docs:apparatus:flagmark|Flags]]. //Subjects// are the foundational lightweight entities managed by Apparatus. They are mostly UE-independent and consist of [[en:toolworks:docs:apparatus:trait|Traits]] and [[en:toolworks:docs:apparatus:flagmark|Flags]].
 +
 +====== Subject Handles ======
 +
 +Subjects are not used directly and their internals are hidden deep from the framework user's perspective. Instead a special concept called //Subject Handle// is introduced. It's really much like a [[ue>ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/SmartPointerLibrary/WeakPointer|weak pointer]] in terms of Unreal. When you despawn a Subject all of the handles that are currently referencing it become automatically invalid. Internally this is managed through a generation-based referencing technique.
 +
 +====== Subjective Layer ======
 +
 +A Subject can have an additional higher-level dimension called [[en:toolworks:docs:apparatus:subjective|Subjective]]. Subjectives are UE-managed objects (UObjects) which may contain the high-level [[en:toolworks:docs:apparatus:detail|Details]] in their composition. Subjectives with Details are generally more flexible and have additional features implemented as compared to raw Subjects with Traits. This comes at a cost of being not as memory-/cache-efficient and potentially less performant. Please note however, that the Subjective layer is optional and you may establish your project's logic entirely on Subjects if you want.
 +
 +Subjects without the Subjective layer involved are called //barebone// Subjects. Both Subjective-based Subjects and barebone Subjects are commonly referred to as just //Subjects//. That's because every Subjective is actually a Subject internally and embeds it as an essential part. This is something like an inheritance, so every Subjective can also have Traits and Flags as part of its composition.
  
 ====== Spawning ====== ====== Spawning ======
 +
 +//Spawning// is a process of creating a Subject as part of a Mechanism.
  
 ===== C++ Workflow ===== ===== C++ Workflow =====
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 FBurning Burning{10, 15.5f}; FBurning Burning{10, 15.5f};
 FSword Sword{2}; FSword Sword{2};
-FSubjectHandle Subject = Machine::SpawnSubject(Burning, Sword);+FSubjectHandle BurningSword = Machine::SpawnSubject(Burning, Sword); 
 +</code> 
 +This would efficiently pre-allocate a Slot for the Subject in the correct Chunk and initialize it according to the Traits supplied as the arguments. 
 + 
 +===== Blueprint Workflow ===== 
 + 
 +Spawning Subjects in Blueprints is done with a dedicated Spawn Subject node: 
 + 
 +{{:en:toolworks:docs:apparatus:spawn-subject-node.png?nolink|Spawn Subject Node}} 
 + 
 +You may also specify a starting set of [[en:toolworks:docs:apparatus:flagmark|flags]] via the corresponding pin argument. 
 + 
 +====== Despawning ====== 
 + 
 +The //despawning// process is exactly the opposite of spawning and basically means destroying of a Subject. Destroying an already despawned (or invalid) Subject Handle is a legal operation that does nothing and reports no errors. 
 + 
 +===== C++ Workflow ===== 
 + 
 +In order to destroy a Subject in your C++ code, use the [[appi>struct_f_subject_handle.html#ada8e65dcf50ee385748d6de603ccd4e4|Despawn]] method provided by the Handle structure. Do it like so:<code cpp> 
 +void PickPowerup(FSubjectHandle Player, FSubjectHandle Powerup) 
 +
 +  // Add health/energy/strength to the player... 
 +  ... 
 +   
 +  // Remove the item from the world: 
 +  Powerup.Despawn(); 
 +}
 </code> </code>
-This would pre-allocate a Slot for the Subject in the correct Chunk and initialize it according to the supplied traits. 
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  • by vladius