Say I have some situation like this:
class Vertex
{
public:
Position position;
Normal normal;
Texcoord texcoord;
int boneID;
};
class VertexSkinned: public Vertex
{
public:
float boneWeights[3];
int boneIDs[3];
};
class VertexMorphed: public Vertex
{
public:
Position posTargets[3];
Normal normTargets[3];
Texcoord texcoordTargets[3];
};
std::vector<Vertex> vertices;
VertexSkinned vs;
VertexMorphed vm;
Vertex v;
vertices.push_back( vs );
vertices.push_back( vm );
vertices.push_back( v );
// This is illegal right? But how would I go about achieving the desired effect
float someFloat = vertices.front().boneWeights[2];
The question is in the comment. I rarely ever use inheritance and thought I might have found a beneficial use here, although it doesn't seem to be possible.
I assume using a vector of pointers and then dynamic casting to the derived class works? This isn't what I want to do though.
I don't see any other option other than storing the pointers and dynamic_cast later to get the derived object. If you want to do something like, can't you have 3 different vectors each with its own type. In that case, there is no need of the pointer business.