再会,
我让我的项目使用 Microsoft Visual C++ 2008 Express Edition 在发布模式下构建。然而,我这里的一些浮点值与调试配置中的不同。出于某种原因,对于某些特定功能,它们都变成了 NaN 或零。我不确定为什么会发生这种情况,这是我第一次在发布模式下构建,感谢您的帮助!
尝试的步骤:
浮点命令行选项。
由于某些原因,单步执行代码不起作用。
几个小时盯着代码感谢您的阅读!
这是行为不端的代码(注意:过去我在使用此特定功能的 NaN 时遇到过麻烦,但这很奇怪):
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Vector Calculator.h"
WSL::Math::Vector::VectorCalculator::VectorCalculator()
{
WSL::Containers::Base::XYZ temp;
default_ = temp;
}
WSL::Containers::Base::XYZ WSL::Math::Vector::VectorCalculator::VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ position, float speed, bool td )
{
//Make sure that the vector doesent have any stray values lying around.//
vector = default_;
//Calculate Magnitude.//
x = goTo.getX() - position.getX();
y = goTo.getY() - position.getY();
z = goTo.getZ() - position.getZ();
if( td == true )
magnitude = magn.DotProduct( x, y, z, magnitude );
else
magnitude = magn.DotProduct( x, y, magnitude );
if( x == 0 && y == 0 && z == 0 )
return vector;
//Normilise//
magnitude = sqrt( magnitude );
//Make sure we do not divide by zero.//
if( magnitude != 0 )
{
if( x != 0 )
x /= magnitude;
if( y != 0 )
y /= magnitude;
if( td == true )
if( z != 0 )
z /= magnitude;
}
//Go The Desired Speed.//
if( speed >=0 )
{
x *= speed;
y *= speed;
}
if( td == true )
z *= speed;
vector.setX( x );
vector.setY( y );
vector.setZ( z );
return vector;
}
inline float WSL::Math::Formulas::Dot::DotProduct( float x, float y, float mag )
{
return ( mag = ( ( x ) * ( x ) + ( y ) * ( y ) ) );
}
inline float WSL::Math::Formulas::Dot::DotProduct( float x, float y, float z, float mag )
{
return ( mag = ( ( x ) * ( x ) + ( y ) * ( y ) + ( z ) * ( z ) ) );
}
标题:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Int Bool.h"
namespace WSL
{
namespace Math
{
namespace Formulas
{
class Dot
{
public:
inline float DotProduct( float x, float y, float mag );
inline float DotProduct( float x, float y, float z, float mag );
};
}
namespace Vector
{
struct VectorCalculator
{
VectorCalculator();
WSL::Containers::Base::XYZ VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ position, float speed, bool td );
WSL::Containers::Base::XYZ VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ *position, float speed, bool td );
private:
WSL::Containers::Base::XYZ vector;
WSL::Containers::Base::XYZ default_;
float x, y, z, magnitude;
Math::Formulas::Dot magn;
};
}
}
}
对于上下文:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Include.h"
namespace WSL
{
namespace Containers
{
namespace Base
{
struct XYZB
{
inline float getX() { return X; }
inline float getY() { return Y; }
inline float getZ() { return Z; }
inline void setX( float Value ) { X = Value; }
inline void setY( float Value ) { Y = Value; }
inline void setZ( float Value ) { Z = Value; }
protected:
float X, Y, Z;
};
struct XYZ : public XYZB
{
public:
XYZ( float x, float y, float z )
{
X = x;
Y = y;
Z = z;
}
inline XYZ() { X = 0; Y = 0; Z = 0; }
};
}
}
}
这些文件发现了问题:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Vector.h"
WSL::Containers::Math::Vector::Vector()
{
destinationInitialize = false;
threeDimentional = false;
}
WSL::Containers::Math::Vector::Vector( WSL::Containers::Base::XYZ position_ )
{
position = position_;
destinationInitialize = false;
threeDimentional = false;
}
WSL::Containers::Math::Vector::Vector( WSL::Containers::Base::XYZ position_, bool threeDimentional_ )
{
position = position_;
destinationInitialize = false;
threeDimentional = threeDimentional_;
}
float WSL::Containers::Math::Vector::GetDestinationX()
{
return destination.getX();
}
float WSL::Containers::Math::Vector::GetDestinationY()
{
return destination.getY();
}
float WSL::Containers::Math::Vector::GetDestinationZ()
{
return destination.getZ();
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetDestination()
{
return destination;
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetPosition()
{
return position;
}
float WSL::Containers::Math::Vector::GetX()
{
return position.getX();
}
float WSL::Containers::Math::Vector::GetY()
{
return position.getY();
}
float WSL::Containers::Math::Vector::GetZ()
{
return position.getZ();
}
void WSL::Containers::Math::Vector::SetThreeDimentional( bool value )
{
threeDimentional = value;
}
bool WSL::Containers::Math::Vector::GetThreeDimentional()
{
return threeDimentional;
}
void WSL::Containers::Math::Vector::CalculateVector()
{
vector = vectorCalculator.VectorCalculation( destination, position, speed, threeDimentional );
}
void WSL::Containers::Math::Vector::Move()
{
position.setX( position.getX() + vector.getX() );
position.setY( position.getY() + vector.getY() );
position.setZ( position.getZ() + vector.getZ() );
}
void WSL::Containers::Math::Vector::SetPosition( WSL::Containers::Base::XYZ position_ )
{
position = position_;
}
void WSL::Containers::Math::Vector::SetSpeed( float speed_ )
{
speed = speed_;
}
void WSL::Containers::Math::Vector::SetDestination( float x, float y )
{
destination.setX( x );
destination.setY( y );
if( destinationInitialize == false )
{
destinationInitialize = true;
destination.setZ( 0 );
}
}
void WSL::Containers::Math::Vector::SetDestination( float x, float y, float z )
{
destination.setX( x );
destination.setY( y );
destination.setZ( z );
}
void WSL::Containers::Math::Vector::SetDestination( WSL::Containers::Base::XYZ destination_ )
{
destination = destination_;
}
void WSL::Containers::Math::Vector::SetDestination( float allCoords )
{
destination.setX( allCoords );
destination.setY( allCoords );
destination.setZ( allCoords );
}
void WSL::Containers::Math::Vector::SetVector( WSL::Containers::Base::XYZ vector_ )
{
vector = vector_;
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetVector()
{
return vector;
}
float WSL::Containers::Math::Vector::GetSpeed()
{
return speed;
}
标题:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Engine.h"
namespace WSL
{
namespace Containers
{
namespace Math
{
class Vector
{
WSL::Math::Vector::VectorCalculator vectorCalculator;
WSL::Containers::Base::XYZ position;
WSL::Containers::Base::XYZ destination;
WSL::Containers::Base::XYZ vector;
bool destinationInitialize, threeDimentional;
float speed;
public:
Vector();
Vector( WSL::Containers::Base::XYZ position_ );
Vector( WSL::Containers::Base::XYZ position_, bool threeDimentional_ );
void CalculateVector();
bool GetThreeDimentional();
void Move();
void SetPosition( WSL::Containers::Base::XYZ position_ );
void SetDestination( float x, float y );
void SetDestination( float x, float y, float z );
void SetDestination( WSL::Containers::Base::XYZ destination_ );
void SetDestination( float allCoords );
void SetSpeed( float speed_ );
void SetThreeDimentional( bool value );
void SetVector( WSL::Containers::Base::XYZ vector_ );
float GetDestinationX();
float GetDestinationY();
float GetDestinationZ();
WSL::Containers::Base::XYZ GetDestination();
WSL::Containers::Base::XYZ GetPosition();
WSL::Containers::Base::XYZ GetVector();
float GetX();
float GetY();
float GetZ();
float GetSpeed();
};
}
}
}