我有一个功能,我用两个指针填充指针数组:
Vertex* MacePiece::getPositionOffset(int aDirection){
// returns Plate at Position aParent.myPlates[0]
BasePlate** theGroundPlate = this->getPlates();
Vertex* theOffset[] = {0,0};
switch(aDirection){
theOffset[0] = theGroundPlate[0]->getVertexAt(0); //A
theOffset[1] = theGroundPlate[0]->getVertexAt(1); //B
break;
}
return theOffset[0];
}
接下来,我将该指针传递给第一个Element to Another函数的地址:
Vertex* theParentOffset = aParentPiece->getPositionOffset(aDirection);
theConnectingPiece->setPositionInMace(theParentOffset, aDirection);
这里我使用的元素指向如下:
void MacePiece::setPositionInMace(Vertex* aOffset, int aDirection){
// set groundplate position
updateGroundPlatePositionByOffsetVertex(aOffset, aDirection);
}
void MacePiece::updateGroundPlatePositionByOffsetVertex(Vertex* aOffset, int aDirection) {
BasePlate** thePlates = this->getPlates();
// first update GroundPlate's Position
Vertex* A = thePlates[0]->getVertexAt(0);
Vertex* B = thePlates[0]->getVertexAt(1);
Vertex* C = thePlates[0]->getVertexAt(2);
Vertex* D = thePlates[0]->getVertexAt(3);
switch(aDirection){
case MOVE_NORTH:
// still 3D thus 2D's y is 3D'z if camera is looking down Y
// Two Sides are connecting thus Some Plate locations are identical
// A.x defined by parent D.x
A->position[0] = aOffset[1].position[0];
// A.z defined by parent D.z
A->position[2] = aOffset[1].position[2];
//B.x defined by parent C.x
B->position[0] = aOffset[0].position[0];
//B.z defined by parent C.z
B->position[2] = aOffset[0].position[2];
// now set Opposit side (A->D, B->C), since moving north:
// x is the same
// z is reduced by -1 because OpenGL's Z is reducing to far-pane
D->position[0] = A->position[0];
D->position[2] = A->position[2] - 1.0f;
C->position[0] = B->position[0];
C->position[2] = B->position[2] - 1.0f;
break;
具体来说这部分:
// A.x defined by parent D.x
A->position[0] = aOffset[1].position[0];
// A.z defined by parent D.z
A->position[2] = aOffset[1].position[2];
//B.x defined by parent C.x
B->position[0] = aOffset[0].position[0];
//B.z defined by parent C.z
B->position[2] = aOffset[0].position[2];
aOffset [1]返回与aOffset [0]
相同的值当我为数组传递一个**指针指向每个信息都丢失时。
我正在创造一种迷宫,它只是朝着一个方向失败。传递指针有什么问题?如何在Offset [1]中找到指向的右元素?
太烦人了。
干杯克努特
答案 0 :(得分:0)
问题在于第一个功能。您将返回数组的第一个元素,它是一个指针。我认为你的目的是返回两个元素的数组,以便索引0和1访问你在第一个函数中指定的指针。使用现有数据结构没有简单的修复方法。一种解决方案是让第一个函数返回一个std :: pair。将两个指针分配到pair.first和pair .second,然后稍后将很容易访问这些值。