我对为什么编译器无法识别我的类感到困惑。因此,我将向您展示我的代码,并让大家决定。我的错误是这样
error C2653: 'RenderEngine' : is not a class or namespace name
它指向这条线
std::vector<RenderEngine::rDefaultVertex> m_verts;
这是rModel的全部代码。它包含变量。持有它的类(Class)进一步下降。
#ifndef _MODEL_H
#define _MODEL_H
#include "stdafx.h"
#include <vector>
#include <string>
//#include "RenderEngine.h"
#include "rTri.h"
class rModel {
public:
typedef tri<WORD> sTri;
std::vector<sTri> m_tris;
std::vector<RenderEngine::rDefaultVertex> m_verts;
std::wstring m_name;
ID3D10Buffer *m_pVertexBuffer;
ID3D10Buffer *m_pIndexBuffer;
rModel( const TCHAR *filename );
rModel( const TCHAR *name, int nVerts, int nTris );
~rModel();
float GenRadius();
void Scale( float amt );
void Draw();
//------------------------------------ Access functions.
int NumVerts(){ return m_verts.size(); }
int NumTris(){ return m_tris.size(); }
const TCHAR *Name(){ return m_name.c_str(); }
RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; }
sTri *TriData(){ return &m_tris[0]; }
};
#endif
在代码的最顶部,有一个头文件
#include "stdafx.h"
包括这个
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#include "targetver.h"
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
// C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include "resource.h"
#include "d3d10.h"
#include "d3dx10.h"
#include "dinput.h"
#include "RenderEngine.h"
#include "rModel.h"
// TODO: reference additional headers your program requires here
如您所见,RenderEngine.h在rModel.h之前
#include "RenderEngine.h"
#include "rModel.h"
据我所知,它应该认识到它。但是,另一方面,组织标题并不是很好。这是我的RenderEngine声明。
#pragma once
#include "stdafx.h"
#define MAX_LOADSTRING 100
#define MAX_LIGHTS 10
class RenderEngine {
public:
class rDefaultVertex
{
public:
D3DXVECTOR3 m_vPosition;
D3DXVECTOR3 m_vNormal;
D3DXCOLOR m_vColor;
D3DXVECTOR2 m_TexCoords;
};
class rLight
{
public:
rLight()
{
}
D3DXCOLOR m_vColor;
D3DXVECTOR3 m_vDirection;
};
static HINSTANCE m_hInst;
HWND m_hWnd;
int m_nCmdShow;
TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name
void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput);
//static functions
static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
bool InitWindow();
bool InitDirectX();
bool InitInstance();
int Run();
void ShutDown();
void AddLight(D3DCOLOR color, D3DXVECTOR3 pos);
RenderEngine()
{
m_screenRect.right = 800;
m_screenRect.bottom = 600;
m_iNumLights = 0;
}
protected:
RECT m_screenRect;
//direct3d Members
ID3D10Device *m_pDevice; // The IDirect3DDevice10
// interface
ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer
ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view
IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain
RECT m_rcScreenRect; // The dimensions of the screen
ID3D10Texture2D *m_pDepthStencilBuffer;
ID3D10DepthStencilState *m_pDepthStencilState;
ID3D10DepthStencilView *m_pDepthStencilView;
//transformation matrixs system
D3DXMATRIX m_mtxWorld;
D3DXMATRIX m_mtxView;
D3DXMATRIX m_mtxProj;
//pointers to shaders matrix varibles
ID3D10EffectMatrixVariable* m_pmtxWorldVar;
ID3D10EffectMatrixVariable* m_pmtxViewVar;
ID3D10EffectMatrixVariable* m_pmtxProjVar;
//Application Lights
rLight m_aLights[MAX_LIGHTS]; // Light array
int m_iNumLights; // Number of active lights
//light pointers from shader
ID3D10EffectVectorVariable* m_pLightDirVar;
ID3D10EffectVectorVariable* m_pLightColorVar;
ID3D10EffectVectorVariable* m_pNumLightsVar;
//Effect members
ID3D10Effect *m_pDefaultEffect;
ID3D10EffectTechnique *m_pDefaultTechnique;
ID3D10InputLayout* m_pDefaultInputLayout;
ID3DX10Font *m_pFont; // The font used for rendering text
// Sprites used to hold font characters
ID3DX10Sprite *m_pFontSprite;
ATOM RegisterEngineClass();
void DoFrame(float);
bool LoadEffects();
void UpdateMatrices();
void UpdateLights();
};
类在类内定义
class rDefaultVertex
{
public:
D3DXVECTOR3 m_vPosition;
D3DXVECTOR3 m_vNormal;
D3DXCOLOR m_vColor;
D3DXVECTOR2 m_TexCoords;
};
class rLight
{
public:
rLight()
{
}
D3DXCOLOR m_vColor;
D3DXVECTOR3 m_vDirection;
};
不知道这是否是一个好习惯,但是我只是顺其自然。
最后,我只需要一种很好的组织方式,以便rModel识别RenderEngine。如果可能的话,反之亦然。
[编辑]
我可以直接指向渲染引擎类,但它仍然无法识别
#ifndef _MODEL_H
#define _MODEL_H
//#include "stdafx.h"
#include <vector>
#include <string>
#include "RenderEngine.h" //<-------pointing to render engine. still does not recognize.
#include "rTri.h"
class rModel {
public:
typedef tri<WORD> sTri;
std::vector<sTri> m_tris;
std::vector<RenderEngine::rDefaultVertex> m_verts;
std::wstring m_name;
ID3D10Buffer *m_pVertexBuffer;
ID3D10Buffer *m_pIndexBuffer;
rModel( const TCHAR *filename );
rModel( const TCHAR *name, int nVerts, int nTris );
~rModel();
float GenRadius();
void Scale( float amt );
void Draw();
//------------------------------------ Access functions.
int NumVerts(){ return m_verts.size(); }
int NumTris(){ return m_tris.size(); }
const TCHAR *Name(){ return m_name.c_str(); }
RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; }
sTri *TriData(){ return &m_tris[0]; }
};
#endif
最佳答案
就像其他人提到的那样,这里需要进行解耦/重构- stdafx.h
并不意味着保留应用程序具有的所有头文件。
您的问题是renderengine.h
也包括stdafx.h
。这次由于renderengine.h
而忽略了#pragma once
包含,并且下一步将rmodel.h
包含在renderengine.h
的顶部。
您的情况中最简单的事情是:
renderengine.h
删除rmodel.h
和stdafx.h
rmodel.h
包括renderengine.h
关于c++ - header 困惑。编译器无法识别数据类型,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/2897266/