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C++ 无法识别我在 object.cpp 中的更改

转载 作者:行者123 更新时间:2023-11-30 01:34:30 25 4
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我使用的是 visual studio 2019 社区版。我正在尝试制作一个基本的 OpenGL 以透视方式撤回 3d 对象。任何。问题是当我更改任何内容并运行时,程序不会显示该更改,除非我“重建解决方案”。示例。

对象.cpp

std::cout<< "PosX"<<std::endl;

std::cout<< "PosX1"<<std::endl;

当我再次运行时,我得到旧输出“PosX”,而不是新输出。

我的项目中有这些文件

main.cpp
header.h
Object.cpp
Puller.cpp
Cube.cpp
Cyclinder.cpp

我将所有其他类文件包含在 header.h 中并带有保护措施(#ifndef#define class example #endif)如果你想要我可以提供代码。谢谢你的时间。

我没有其他类的头文件。只有 .cpp 文件

对象.cpp

#include "Header.h"

#ifndef OBJECT_CPP
#define OBJECT_CPP

class Object
{
public:
GLfloat matrixMV[16];
vec3 Cordinates;
vec3 Scale;
vec4r Rotate;

Object()
{
};

Object(vec3 _Cordinates, vec3 _Scale = vec3(1, 1, 1), vec4r _Rotate = vec4r(0, 0, 0, 0)) : Cordinates(_Cordinates),
Scale(_Scale),
Rotate(_Rotate)
{
};

virtual void move(vec2 direction)
{
Cordinates.x += direction.x;
Cordinates.y += direction.y;
};
};
#endif

标题.h

#pragma once

#include <iostream>
#include "GL/glut.h"

struct vec3
{
GLfloat x;
GLfloat y;
GLfloat z;

vec3(GLfloat _x = 0, GLfloat _y = 0, GLfloat _z = 0)
{
x = _x;
y = _y;
z = _z;
}
};

struct vec2
{
GLfloat x;
GLfloat y;

vec2(GLfloat _x = 0, GLfloat _y = 0)
{
x = _x;
y = _y;
}
};

struct vec4r
{
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat radiant;

vec4r(GLfloat _x = 0, GLfloat _y = 0, GLfloat _z = 0, GLfloat _radiant = 0) : x(_x), y(_y), z(_z), radiant(_radiant)
{
};
};

const double PI = 3.1415927;

#include "Object.cpp"
#include "Puller.cpp"
#include "Cube.cpp"
#include "Cyclinder.cpp"
#include "TrianglePrism.cpp"


主要.cpp

#include "Header.h"
#include <cstdint>


char wTitle[] = "3D PinPon";

GLfloat aspect = 0;
GLsizei _height;
GLsizei _width;
unsigned int id;
/* PREDEFINATION */
void display();

GLdouble _angle = 0.0;
vec3 rotate = vec3();


Cube block;
Cyclinder RightCylinder;
Cyclinder LeftCylinder;
Cube littlecube;
TrianglePrism my_prism;
Puller my_puller;


void initGL()
{
glClearColor(0.0, 0.0, 0.0, 1.0); // Set background color to black and opaque
glClearDepth(1.0); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
}

void reshape(GLsizei width, GLsizei height)
{
// GLsizei for non-negative integer
_height = height;
_width = width; // Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window
glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping volume to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0, aspect, 0.1, 100.0);
//glOrtho(0.0f, width, height, 0.0f, 0.1f, 100.0f);
}

void processNormalKeys(unsigned char key, int x, int y)
{
if (key == 27)
exit(0);
}

void processSpecialKeys(int key, int xx, int yy)
{
float fraction = 0.1;
float speed = 0.05f;
switch (key)
{
case GLUT_KEY_LEFT:
rotate = vec3(rotate.x > 0 ? rotate.x - 0.1f : 0, rotate.y < 1 ? rotate.y + 0.1f : 1,
rotate.z > 0 ? rotate.z - 0.1f : 0);
_angle -= 10;
block.move(vec2(-1 * speed, 0));
break;
case GLUT_KEY_RIGHT:
rotate = vec3(rotate.x > 0 ? rotate.x - 0.1f : 0, rotate.y < 1 ? rotate.y + 0.1f : 1,
rotate.z > 0 ? rotate.z - 0.1f : 0);
_angle += 10;
block.move(vec2(1 * speed, 0));
break;
case GLUT_KEY_UP:
rotate = vec3(rotate.x < 1 ? rotate.x + 0.1f : 1, rotate.y > 0 ? rotate.y - 0.1f : 0, 0);
_angle -= 10;
break;
case GLUT_KEY_DOWN:
rotate = vec3(rotate.x < 1 ? rotate.x + 0.1f : 1, rotate.y > 0 ? rotate.y - 0.1f : 0, 0);
_angle += 10;

break;
}
}

void demo_menu(int id)
{
switch (id)
{
case 1:
exit(0);
break;
case 2:
glutIdleFunc(display);
break;
case 3:
glutIdleFunc(nullptr);
break;
}
glutPostRedisplay();
}

void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix



littlecube.render();
RightCylinder.render();
LeftCylinder.render();
my_prism.render();
my_puller.render();
block.render();
//std::cout << LeftCylinder.matrixMV[12] << std::endl;


glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)
}

void InitObjects()
{
my_puller = Puller(vec3(-1.95, -2.9, -7.0),vec3(1,1,1),vec4r());
block = Cube(0.2, vec3(-0.03, -2.35, 0), vec3(3, 1, 1),my_puller);
littlecube = Cube(0.3, vec3(0, 1, 0));
RightCylinder = Cyclinder(0.2, 0.5f, 255, 160, 100, vec3(0.8, 0, -6), false);
LeftCylinder = Cyclinder(0.3, 0.3f, 255, 160, 100, vec3(-0.8, 0, -6), true);
my_prism = TrianglePrism(vec3(0, 0, -7), vec3(0.3, 0.3, 0.3), vec4r(0.2, 0, 0, 20));

}

void secondDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)
}

int main(int argc, char* argv[])
{
InitObjects();
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(480, 720); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner

//id = glutCreateWindow("second window");
//glutSetWindow(id);
//glutCreateMenu(demo_menu);
//glutAddMenuEntry("quit", 1);
//glutAddMenuEntry("start rotation", 2);
//glutAddMenuEntry("stop rotation", 3);
//glutAttachMenu(GLUT_RIGHT_BUTTON);
//glutDisplayFunc(secondDisplay);
//glutIdleFunc(secondDisplay);


glutCreateWindow(wTitle); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-paint event
glutReshapeFunc(reshape); // Register callback handler for window re-size event
glutIdleFunc(display);
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(processSpecialKeys);
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}


最佳答案

The problem is when I change anything and run, the program doesn't display that change unless i "Rebuild Solution"

当我第一次写这个答案时,earlier version of this post 中的代码表明目标文件不能被链接器使用你所做的更改,直到它被重建 - 但由于包含的文件从未正确链接,你永远不会看到更改。

您的问题在于基本的项目组织。

对于初学者,请查看头文件的底部以及您如何组织包含。从头文件中删除此部分:

#include "Object.cpp"
#include "Puller.cpp"
#include "Cube.cpp"
#include "Cyclinder.cpp"
#include "TrianglePrism.cpp"

虽然从其他 *.cpp 文件中包含 *.cpp 文件是合法的 C++,但它并没有真正遵守 One Definition Rule .

源文件(*.cpp)应该包含头文件,而不是相反。

头文件应该包含类声明之类的东西,源文件包含它们各自的实现。

如果你想要一个单一的头文件,那很好。它应该有这样的东西:

标题.h

#ifndef MYPROJECT_HEADER_H
#define MYPROJECT_HEADER_H

// all your header specifications

#endif

然后,您所有的*.cpp 文件都包含header.h

我不明白你用这种方式组织你的项目是想做什么。如果您打算采用传统的面向对象的开发方法,您将在头文件中创建类声明,然后将这些头文件包含在任何要操作某个实例的 *.cpp 文件中说的类。

您的main.cpp 文件应该是将所有内容绑定(bind)在一起的粘合剂。您的其他 *.cpp 文件应该是您在其他 *.h 文件中定义的类的实现。

关于C++ 无法识别我在 object.cpp 中的更改,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56169230/

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