这很奇怪,我无法理解导致它的原因....所以我有两个类,Player和Enemy以及一个实用程序静态类CollisionMgr。
我在世界级中有一个敌人阵列,我想在Player类中有一个指向它的指针用于碰撞检测。但是当我尝试#include玩家中的敌人类时,我在敌人中得到“玩家未定义”错误......我认为它与头部包含有关...
#pragma once
#include <string>
#include <vector>
#include "mathlib.h"
#include "md2model.h"
#include "Object3DS.h"
const float PLAYER_FORWARD_SPEED = 60.0f;
const float PLAYER_HEADING_SPEED = 60.0f;
class Player : public GameObject
{
public:
Player(float r);
~Player();
void loadModel(const char *filename);
void drawModel();
void drawBoundingWireframe();
void passVisibleObjects(vector<Object3DS*> &vo);
private:
Entity3D entity;
MD2Model* player;
float modelRot;
float modelPitch;
Vector3 scale;
Vector3 pos;
Vector3 rot;
float forwardSpeed;
float heading;
float radius;
vector<Object3DS*> visibleObjects;
};
这就是敌人类
#pragma once
#include <string>
#include <vector>
#include "Player.h"
#include "mathlib.h"
#include "md2model.h"
const float ENEMY_FORWARD_SPEED = 60.0f;
const float ENEMY_HEADING_SPEED = 60.0f;
class Enemy : public GameObject
{
public:
Enemy(Player* p, float r);
~Enemy();
void loadModel(const char *filename);
void drawModel();
void drawBoundingWireframe();
bool checkCollision();
void setPosition(Vector3 pos);
void setRotation(Vector3 r);
void setScale(Vector3 r);
void setSpeed(float s);
void setHeading(float h);
float getForwardSpeed();
float getHeading();
void rotateModel(float dx, float dy);
void resetRotation();
void setAnimation(char *filename);
Vector3 getPosition();
void moveEnemy(float elapsedTimeSec);
Entity3D entity;
void passVisibleObjects(vector<Object3DS*> &vo);
private:
MD2Model* enemy;
Player* player;
float modelRot;
float modelPitch;
Vector3 scale;
Vector3 pos;
Vector3 rot;
float forwardSpeed;
float heading;
float radius;
vector<Object3DS*> visibleObjects;
};
在源文件中,我包含了一些带有一些碰撞函数的静态类:
#pragma once
#include <vector>
#include "mathlib.h"
#include "Object3DS.h"
#include "Enemy.h"
class CollisionMgr{
public:
static vector<Object3DS*> findVisibleObjects(BoundingBox &viewingVolume, vector<Object3DS> &gameObjects, vector<Object3DS*> &visibleObjects);
static vector<Enemy*> findVisibleEnemies(BoundingBox &viewingVolume, vector<Enemy> &enemies, vector<Enemy*> &visibleEnemies);
static bool checkCollision(const Vector3 pos, const Vector3 forward, float radius, const vector<Object3DS*> &vo);
static double intersectRaySphere(Vector3 rO, Vector3 rV, Vector3 sO, double sR);
};
所有这些编译都是这样的,但是当我尝试在播放器中添加#include“Enemy”的那一刻我得到错误C2061:语法错误:Enemy类中的标识符'Player'....或者如果我成功包含敌人,然后尝试包括CollisionMgr ....他们之间有两种冲突和Player的定义,但我不明白如何解决它....
使用VS2010作为我的编译器..
任何帮助将不胜感激!
我尝试重新安排include语句,但我真的不明白是什么导致了这个?
答案 0 :(得分:4)
这是循环依赖的情况。您需要正确转发声明Player
和Enemy
,否则您将无法在相反的头文件中使用它们的定义。您可以在实现文件中使用它们。这是一个例子:
Player.h
class Player
{
// needs to know about Enemy
void f(const Enemy& b);
};
Enemy.h
class Enemy
{
// needs to know about Player
void f(const Player& a);
};
在两个位置包含头文件都会导致错误(就像您所见):
Player.h
// This isn't going to work...
#include "Enemy.h"
class Player
{
// needs to know about Enemy
void f(const Enemy& b);
};
Enemy.h
// This isn't going to work...
#include "Player.h"
class Enemy
{
// needs to know about Player
void f(const Player& a);
};
这里需要Player
和Enemy
的“前瞻性声明”,如下所示:
Player.h
// forward declaration:
class Enemy;
class Player
{
// needs to know about Enemy
void f(const Enemy& b);
};
Enemy.h
// forward declaration
class Player;
class Enemy
{
// needs to know about Player
void f(const Player& a);
};
然后在实现文件中,您可以#include
相应的标题来实际获取编译单元中对象的定义。