通常当我收到此错误时,我会去寻找一个我忘了定义的函数,但是我从一个类的赋值运算符中得到了这个,我从来没有声明它。错误是这样的:
1>SYNC_D3D11Model_Defs.obj : error LNK2019: unresolved external symbol "public: struct SYNC::Vector2 & __thiscall SYNC::Vector2::operator=(struct SYNC::Vector2 const &)" (??4Vector2@SYNC@@QAEAAU01@ABU01@@Z) referenced in function "public: struct VERTEX_TYPE & __thiscall VERTEX_TYPE::operator=(struct VERTEX_TYPE const &)" (??4VERTEX_TYPE@@QAEAAU0@ABU0@@Z)
1>SYNC_D3D11Model_Defs.obj : error LNK2019: unresolved external symbol "public: struct SYNC::Vector4 & __thiscall SYNC::Vector4::operator=(struct SYNC::Vector4 const &)" (??4Vector4@SYNC@@QAEAAU01@ABU01@@Z) referenced in function "public: struct VERTEX_TYPE & __thiscall VERTEX_TYPE::operator=(struct VERTEX_TYPE const &)" (??4VERTEX_TYPE@@QAEAAU0@ABU0@@Z)
基本归结为,VERTEX_TYPE :: operator =正在尝试使用SYNC::Vector2::operator=(const SYNC::Vector2 &)
和SYNC::Vector4::operator=(SYNC::Vector2 &)
,但无法找到定义。这个问题是,1)我从未在VERTEX_TYPE中声明,定义或使用赋值运算符,2)即使我有,这些函数确实在.cpp中定义。在这里看看你自己。这是两个违规结构及其定义。
SYNC_Vectors.h
#ifndef SYNC_VECTORS_H
#define SYNC_VECTORS_H
#include <cmath>
namespace SYNC
{
struct Vector2
{
Vector2();
Vector2(const Vector2 & vec);
Vector2(const float & x, const float & y);
~Vector2();
inline Vector2 & operator=(const Vector2 & rhs);
inline Vector2 operator+(Vector2 rhs);
inline Vector2 operator-(Vector2 rhs);
inline Vector2 operator*(const float & scalar);
friend inline Vector2 operator*(const float & scalar, Vector2 rhs);
inline Vector2 & operator+=(const Vector2 & rhs);
inline Vector2 & operator-=(const Vector2 & rhs);
inline Vector2 & operator*=(const float & scalar);
bool operator==(const Vector2 & rhs);
bool operator!=(const Vector2 & rhs);
inline Vector2 & operator++();
inline Vector2 & operator--();
inline void Normal(Vector2 & rhs);
Vector2 & Normalize();
void Normalize(Vector2 & rhs);
Vector2 & Dot(const Vector2 & rhs1, const Vector2 & rhs2);
static float Cross(const Vector2 & lhs, Vector2 & rhs);
float x;
float y;
};
struct Vector3
{
Vector3();
Vector3(const Vector3 & vec);
Vector3(const float & x, const float & y, const float & z);
virtual ~Vector3();
inline Vector3 & operator=(const Vector3 & rhs);
inline Vector3 operator+(Vector3 rhs);
inline Vector3 operator-(Vector3 rhs);
inline Vector3 operator*(const float & scalar);
friend inline Vector3 operator*(const float & scalar, Vector3 rhs);
inline Vector3 & operator+=(const Vector3 & rhs);
inline Vector3 & operator-=(const Vector3 & rhs);
inline Vector3 & operator*=(const float & rhs);
inline bool operator==(const Vector3 & rhs);
inline bool operator!=(const Vector3 & rhs);
inline Vector3 & operator++();
inline Vector3 & operator--();
void Normalize();
void Normalize(Vector3 rhs);
void Dot(const Vector3 & vec1, const Vector3 & vec2);
void Cross(const Vector3 & vec1, const Vector3 & vec2);
float x;
float y;
float z;
};
struct Vector4
{
Vector4();
Vector4(const Vector4 & rhs);
Vector4(const float & x, const float & y, const float & z, const float & w);
~Vector4();
inline Vector4 & operator=(const Vector4 & rhs);
inline Vector4 operator+(Vector4 rhs);
inline Vector4 operator-(Vector4 rhs);
inline Vector4 operator*(const float & scalar);
friend inline Vector4 operator*(const float & scalar, Vector4 rhs);
inline Vector4 & operator+=(const Vector4 & rhs);
inline Vector4 & operator-=(const Vector4 & rhs);
inline Vector4 & operator*=(const float & rhs);
inline bool operator==(const Vector4 & rhs);
inline bool operator!=(const Vector4 & rhs);
inline Vector4 & operator++();
inline Vector4 & operator--();
float x;
float y;
float z;
float w;
};
struct Quaternion
{
Quaternion();
Quaternion(const Quaternion & rhs);
Quaternion(const Vector3 & v, const float & w);
~Quaternion();
inline Quaternion & operator=(const Quaternion & rhs);
inline bool operator==(const Quaternion & rhs);
inline bool operator!=(const Quaternion & rhs);
inline Quaternion operator*(Quaternion rhs);
inline Quaternion & mul(const Quaternion & rhs);
inline void Conjugate();
inline void Conjugate(Quaternion &);
inline void Normalize();
inline void Normalize(Quaternion &);
Vector3 v;
float w;
};
}
#endif
SYNC_Vectors.cpp
#include "SYNC_Vectors.h"
//-----------------------------------------
// SYNC::Vector2 defintions
//-----------------------------------------
SYNC::Vector2::Vector2()
{
x = 0;
y = 0;
}
SYNC::Vector2::Vector2(const Vector2 & vec)
{
x = vec.x;
y = vec.y;
}
SYNC::Vector2::Vector2(const float & ix, const float & iy)
{
x = ix;
y = iy;
}
SYNC::Vector2::~Vector2()
{
}
SYNC::Vector2 & SYNC::Vector2::operator=(const SYNC::Vector2 & rhs)
{
x = rhs.x;
y = rhs.y;
return *this;
}
SYNC::Vector2 SYNC::Vector2::operator+(SYNC::Vector2 rhs)
{
rhs.x += x;
rhs.y += y;
return rhs;
}
SYNC::Vector2 SYNC::Vector2::operator-(SYNC::Vector2 rhs)
{
rhs.x -= x;
rhs.y -= y;
return rhs;
}
SYNC::Vector2 SYNC::Vector2::operator*(const float & scalar)
{
SYNC::Vector2 ret( x * scalar, y * scalar);
return ret;
}
SYNC::Vector2 operator*(const float & scalar, SYNC::Vector2 rhs)
{
rhs.x *= scalar;
rhs.y *= scalar;
return rhs;
}
SYNC::Vector2 & SYNC::Vector2::operator+=(const Vector2 & rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
SYNC::Vector2 & SYNC::Vector2::operator-=(const Vector2 & rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
SYNC::Vector2 & SYNC::Vector2::operator*=(const float & scalar)
{
x *= scalar;
y *= scalar;
return *this;
}
bool SYNC::Vector2::operator==(const Vector2 & rhs)
{
if(rhs.x == x && rhs.y == y)
return true;
else
return false;
}
bool SYNC::Vector2::operator!=(const Vector2 & rhs)
{
if(rhs.x != x || rhs.y != y)
return true;
else
return false;
}
SYNC::Vector2 & SYNC::Vector2::operator++()
{
x++;
y++;
return *this;
}
SYNC::Vector2 & SYNC::Vector2::operator--()
{
x--;
y--;
return *this;
}
void SYNC::Vector2::Normal(Vector2 & rhs)
{
rhs.x = y;
rhs.y = -x;
}
SYNC::Vector2 & SYNC::Vector2::Normalize()
{
if(x > 0.000001 || y > 0.000001)
{
float length = sqrt((x * x) + (y * y));
x /= length;
y /= length;
}
else
{
x = 0;
y = 0;
}
return *this;
}
void SYNC::Vector2::Normalize(Vector2 & rhs)
{
if(x > 0.000001 || y > 0.000001)
{
float length = sqrt((x * x) + (y * y));
rhs.x = x / length;
rhs.y = y / length;
}
else
{
rhs.x = 0;
rhs.y = 0;
}
}
SYNC::Vector2 & SYNC::Vector2::Dot(const Vector2 & rhs1, const Vector2 & rhs2)
{
x = rhs1.x * rhs2.x;
y = rhs1.y * rhs2.y;
return *this;
}
float SYNC::Vector2::Cross(const Vector2 & rhs1, Vector2 & rhs2)
{
return ((rhs1.x * rhs2.y) - (rhs1.y * rhs2.x));
}
//-----------------------------------------
// SYNC::Vector3 defintions
//-----------------------------------------
SYNC::Vector3::Vector3()
{
x = 0;
y = 0;
z = 0;
}
SYNC::Vector3::Vector3(const Vector3 & vec)
{
x = vec.x;
y = vec.y;
z = vec.z;
}
SYNC::Vector3::Vector3(const float & ix, const float & iy, const float & iz)
{
x = ix;
y = iy;
z = iz;
}
SYNC::Vector3::~Vector3()
{
}
SYNC::Vector3 & SYNC::Vector3::operator=(const Vector3 & rhs)
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
return *this;
}
SYNC::Vector3 SYNC::Vector3::operator+(Vector3 rhs)
{
rhs.x += x;
rhs.y += y;
rhs.z += z;
return rhs;
}
SYNC::Vector3 SYNC::Vector3::operator-(Vector3 rhs)
{
rhs.x -= x;
rhs.y -= y;
rhs.z -= z;
return rhs;
}
SYNC::Vector3 SYNC::Vector3::operator*(const float & rhs)
{
Vector3 ret(x * rhs, y * rhs, z * rhs);
return ret;
}
SYNC::Vector3 operator*(const float & scalar, SYNC::Vector3 rhs)
{
rhs.x *= scalar;
rhs.y *= scalar;
rhs.z *= scalar;
return rhs;
}
SYNC::Vector3 & SYNC::Vector3::operator+=(const Vector3 & rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
SYNC::Vector3 & SYNC::Vector3::operator-=(const Vector3 & rhs)
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
SYNC::Vector3 & SYNC::Vector3::operator*=(const float & rhs)
{
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
bool SYNC::Vector3::operator==(const Vector3 & rhs)
{
if(x == rhs.x && y == rhs.y && z == rhs.z)
return true;
else
return false;
}
bool SYNC::Vector3::operator!=(const Vector3 & rhs)
{
if(x != rhs.x || y != rhs.y || z != rhs.z)
return true;
else
return false;
}
SYNC::Vector3 & SYNC::Vector3::operator++()
{
x++;
y++;
z++;
return *this;
}
SYNC::Vector3 & SYNC::Vector3::operator--()
{
x--;
y--;
z--;
return *this;
}
void SYNC::Vector3::Normalize()
{
if(x > 0.000001 || y > 0.000001 || z > 0.000001)
{
float length = sqrt((x * x) + (y * y) + (z * z));
x /= length;
y /= length;
z /= length;
}
else
{
x = 0;
y = 0;
z = 0;
}
}
void SYNC::Vector3::Normalize(Vector3 rhs)
{
if(x > 0.000001 || y > 0.000001 || z > 0.000001)
{
float length = sqrt((x * x) + (y * y) + (z * z));
rhs.x /= length;
rhs.y /= length;
rhs.z /= length;
}
else
{
rhs.x = 0;
rhs.y = 0;
rhs.z = 0;
}
}
void SYNC::Vector3::Dot(const Vector3 & vec1, const Vector3 & vec2)
{
x = vec1.x * vec2.x;
y = vec1.y * vec2.y;
z = vec1.z * vec2.z;
}
void SYNC::Vector3::Cross(const Vector3 & vec1, const Vector3 & vec2)
{
x = ((vec1.y * vec2.z) - (vec1.z * vec2.y));
y = ((vec1.z * vec2.x) - (vec1.x * vec2.z));
z = ((vec1.x * vec2.y) - (vec1.y * vec2.x));
}
//-----------------------------------------
// SYNC::Vector4 defintions
//-----------------------------------------
SYNC::Vector4::Vector4()
{
x = 0;
y = 0;
z = 0;
w = 0;
}
SYNC::Vector4::Vector4(const Vector4 & rhs)
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
w = rhs.w;
}
SYNC::Vector4::Vector4(const float & ix, const float & iy, const float & iz, const float & iw)
{
x = ix;
y = iy;
z = iz;
w = iw;
}
SYNC::Vector4::~Vector4()
{
}
SYNC::Vector4 & SYNC::Vector4::operator=(const Vector4 & rhs)
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
w = rhs.w;
return *this;
}
SYNC::Vector4 SYNC::Vector4::operator+(Vector4 rhs)
{
rhs.x += x;
rhs.y += y;
rhs.z += z;
rhs.w += w;
return rhs;
}
SYNC::Vector4 SYNC::Vector4::operator-(Vector4 rhs)
{
rhs.x += x;
rhs.y += y;
rhs.z += z;
rhs.w += w;
return rhs;
}
SYNC::Vector4 SYNC::Vector4::operator*(const float & rhs)
{
Vector4 ret( x * rhs, y * rhs, z * rhs, w * rhs);
return ret;
}
SYNC::Vector4 operator*(const float & scalar, SYNC::Vector4 rhs)
{
rhs.x *= scalar;
rhs.y *= scalar;
rhs.z *= scalar;
rhs.w *= scalar;
return rhs;
}
SYNC::Vector4 & SYNC::Vector4::operator+=(const Vector4 & rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
w += rhs.w;
return *this;
}
SYNC::Vector4 & SYNC::Vector4::operator-=(const Vector4 & rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
w += rhs.w;
return *this;
}
SYNC::Vector4 & SYNC::Vector4::operator*=(const float & rhs)
{
x *= rhs;
y *= rhs;
z *= rhs;
w *= rhs;
}
bool SYNC::Vector4::operator==(const Vector4 & rhs)
{
if(x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w)
return true;
else
return false;
}
bool SYNC::Vector4::operator!=(const Vector4 & rhs)
{
if(x != rhs.x || y != rhs.y || z != rhs.z || w != rhs.w)
return true;
else
return false;
}
SYNC::Vector4 & SYNC::Vector4::operator++()
{
x++;
y++;
z++;
w++;
}
SYNC::Vector4 & SYNC::Vector4::operator--()
{
x--;
y--;
z--;
w--;
}
//---------------------------------
// SYNC::Quaternion definitions
//---------------------------------
SYNC::Quaternion::Quaternion()
{
v.x = 0;
v.y = 0;
v.z = 0;
w = 0;
}
SYNC::Quaternion::Quaternion(const Quaternion & rhs)
{
v.x = rhs.v.x;
v.y = rhs.v.y;
v.z = rhs.v.z;
w = rhs.w;
}
SYNC::Quaternion::Quaternion(const Vector3 & iv, const float & iw)
{
v = iv;
w = iw;
}
SYNC::Quaternion::~Quaternion()
{
}
SYNC::Quaternion & SYNC::Quaternion::operator=(const Quaternion & rhs)
{
v = rhs.v;
w = rhs.w;
}
bool SYNC::Quaternion::operator==(const Quaternion & rhs)
{
if(v == rhs.v && w == rhs.w)
return true;
else
return false;
}
bool SYNC::Quaternion::operator!=(const Quaternion & rhs)
{
if(v != rhs.v || w != rhs.w)
return true;
else
return false;
}
SYNC::Quaternion SYNC::Quaternion::operator*(Quaternion rhs)
{
rhs.v.x = (w * rhs.v.x) + (v.x * rhs.w) + (v.y * rhs.v.z) - (v.z * rhs.v.y);
rhs.v.y = (w * rhs.v.y) - (v.x * rhs.v.z) + (v.y * rhs.w) + (v.z * rhs.v.x);
rhs.v.z = (w * rhs.v.z) + (v.x * rhs.v.y) - (v.y * rhs.v.x) + (v.z * rhs.w);
rhs.w = (w * rhs.w) - (v.x * rhs.v.x) - (v.y * rhs.v.y) - (v.z * rhs.v.z);
return rhs;
}
SYNC::Quaternion & SYNC::Quaternion::mul(const Quaternion & rhs)
{
v.x = (w * rhs.v.x) + (v.x * rhs.w) + (v.y * rhs.v.z) - (v.z * rhs.v.y);
v.y = (w * rhs.v.y) - (v.x * rhs.v.z) + (v.y * rhs.w) + (v.z * rhs.v.x);
v.z = (w * rhs.v.z) + (v.x * rhs.v.y) - (v.y * rhs.v.x) + (v.z * rhs.w);
w = (w * rhs.w) - (v.x * rhs.v.x) - (v.y * rhs.v.y) - (v.z * rhs.v.z);
return *this;
}
void SYNC::Quaternion::Conjugate()
{
v *= -1;
}
void SYNC::Quaternion::Conjugate(Quaternion & rhs)
{
rhs.v = v * -1;
rhs.w = w;
}
void SYNC::Quaternion::Normalize()
{
float length = sqrt((w*w) + (v.x * v.x) + (v.y * v.y) + (v.z * v.z));
if(length > 0.000001)
{
v.x /= length;
v.y /= length;
v.z /= length;
w /= length;
}
else
{
v.x = 0;
v.y = 0;
v.z = 0;
w = 0;
}
}
void SYNC::Quaternion::Normalize(Quaternion & rhs)
{
float length = sqrt((w*w) + (v.x * v.x) + (v.y * v.y) + (v.z * v.z));
if(length > 0.000001)
{
rhs.v.x = v.x / length;
rhs.v.y = v.y / length;
rhs.v.z = v.z / length;
rhs.w = w / length;
}
else
{
rhs.v.x = 0;
rhs.v.y = 0;
rhs.v.z = 0;
rhs.w = 0;
}
}
syncmod.h
#ifndef SYNCMOD_H
#define SYNCMOD_H
#include <fstream>
#include <map>
#include <string>
#include "SYNC_Vectors.h"
struct SYNCMODEL_HEADER
{
char id[8];
short ver[2];
long m_numOfVertices;
long m_numOfIndices;
std::string m_modelName;
};
struct VERTEX_TYPE
{
SYNC::Vector3 position;
SYNC::Vector4 color;
SYNC::Vector3 normal;
SYNC::Vector3 binormal;
SYNC::Vector3 tangent;
SYNC::Vector2 textureCoords;
};
class SYNCMODEL_MATERIAL_HEADER
{
enum DATA_TYPE{MATERIAL_SHORT , MATERIAL_INT, MATERIAL_LONG, MATERIAL_FLOAT, MATERIAL_DOUBLE};
struct Data_Index
{
DATA_TYPE type;
char * accessor;
};
int m_numOfElements;
std::map<std::string, Data_Index> m_Indices;
};
std::ifstream & operator>>(std::ifstream & stream, SYNCMODEL_HEADER & header);
#endif
syncmod.cpp
#include "syncmod.h"
std::ifstream & operator>>(std::ifstream & stream, SYNCMODEL_HEADER & header)
{
stream.read(header.id, 8);
stream.read(reinterpret_cast<char *>(&header.ver), sizeof(short) * 2);
stream.read(reinterpret_cast<char *>(&header.m_numOfVertices), sizeof(long));
stream.read(reinterpret_cast<char *>(&header.m_numOfIndices), sizeof(long));
std::getline(stream, header.m_modelName, '\0');
stream.seekg(static_cast<int>(stream.tellg()) - 1);
return stream;
}
任何人都知道这里到底发生了什么事?
编辑:这里只是另外一个观察,为什么它只用这两个赋值运算符抛出标志而不是SYNC :: Vector3?
答案 0 :(得分:2)
标题SYNC_Vectors.h
声明:
inline Vector2 & operator=(const Vector2 & rhs);
,源文件SYNC_Vectors.cpp
定义:
SYNC::Vector2 & SYNC::Vector2::operator=(const SYNC::Vector2 & rhs)
从声明中删除inline
,事情会变得更好。 <g>
或者,正如我们所讨论的,将内联函数的定义放入SYNC_Vectors.h
,方法是复制文本或在文件末尾使用#include
指令。对于后者,大多数人使用独特的扩展名,通常是.inl
。