我有一个结构“GLpoint”,在我的 NormalCalculator.h 中定义。出于某种原因,当我在 .cpp 文件中定义一个返回 GLpoint 的函数时,红色波浪线告诉我“标识符 GLpoint 未定义”。从字面上看,函数的返回类型。发生这种情况的功能是:
GLpoint NormalCalculator::computeFaceNormal(GLface faceToNormal)
错误日志还告诉我缺少“;” 在函数定义之前。我看不出其中任何一个是从哪里来的。特别是在 computeFaceNormals 定义之前发生的最后一件事是
else return false;
代码可以在下面找到。
正常计算器.h
#pragma once
#include <vector>
#include <GL/glut.h>
class NormalCalculator
{
struct GLpoint
{
GLfloat x,y,z;
};
struct GLface
{
GLfloat x1,y1,z1,x2,y2,z2,x3,y3,z3;
};
public:
NormalCalculator(void);
~NormalCalculator(void);
//put all of the face normal functions together
void generateFaceNormals(std::vector<GLfloat>* vertexArray, std::vector<GLubyte>* indexArray, std::vector<GLfloat>* normalArray);
private:
//creates the line vectors from the the 3 points passed in as a part of the GLface
void createLineVectorsFromFace(GLface facePassedIn, GLpoint* l_vec1, GLpoint* l_vec2);
//generates a normal vector for the 2 line vectors made by createLineVectorsFromFace
void crossProductOfVecs(GLpoint* l_vec1, GLpoint* l_vec2, GLpoint* outPutNormal);
//alters the normal vector so that it is of Unit length
bool normalizeVector(GLpoint* normalVector, GLpoint* normalizedNormalVecContainer);
GLpoint computeFaceNormal(GLface faceToNormal);
};
正常计算器.cpp
#include "NormalCalculator.h"
#include <gl/glut.h>
#include <math.h>
#include <iostream>
void NormalCalculator::createLineVectorsFromFace(GLface facePassedIn, GLpoint* l_vec1, GLpoint* l_vec2)
{
//from verts 1 & 2 initialize l_vec1
l_vec1->x = facePassedIn.x1 - facePassedIn.x2;
l_vec1->y = facePassedIn.y1 - facePassedIn.y2;
l_vec1->z = facePassedIn.z1 - facePassedIn.z2;
//do that same for l_vec2 from face 2 and 3
l_vec2->x = facePassedIn.x2 - facePassedIn.x3;
l_vec2->y = facePassedIn.y2 - facePassedIn.y3;
l_vec2->z = facePassedIn.z2 - facePassedIn.z3;
}
void NormalCalculator::crossProductOfVecs(GLpoint* l_vec1, GLpoint* l_vec2, GLpoint* outPutNormal)
{
//cross product dat hoe
outPutNormal->x = (l_vec1->y * l_vec2->z) - (l_vec1->z * l_vec2->y);//x = aybz-byaz
outPutNormal->y = (l_vec1->z * l_vec2->x) - (l_vec1->x - l_vec2->z);//y = azbx-bzax
outPutNormal->z = (l_vec1->x * l_vec2->y) - (l_vec1->y - l_vec2->x);//z = axby-bxay
}
bool NormalCalculator::normalizeVector(GLpoint* normalVector, GLpoint* normalizedNormalVecContainer)
{
//first we must work out the magnitude of the normal vector
GLfloat mag = (sqrt((float) pow(normalVector->x,2) + pow(normalVector->y,2) + pow(normalVector->z,2)));
if(mag)
{
normalizedNormalVecContainer->x = normalVector->x/mag;
normalizedNormalVecContainer->y = normalVector->y/mag;
normalizedNormalVecContainer->z = normalVector->z/mag;
return true;
}
else return false;
}
GLpoint NormalCalculator::computeFaceNormal(GLface faceToNormal)
{
//first we create a couple of container GLpoints for our 2 line vectors
GLpoint a;
GLpoint b;
createLineVectorsFromFace(faceToNormal, &a, &b);
//Create a container for our origional normal
GLpoint firstNorm;
//We have our line vectors, and a container. Now cross product them and put them in the container.
crossProductOfVecs(&a, &b, &firstNorm);
//create out last normal container
GLpoint finalNorm;
//normalize it
normalizeVector(&firstNorm, &finalNorm);
return finalNorm;
}
NormalCalculator::NormalCalculator(void)
{
}
NormalCalculator::~NormalCalculator(void)
{
}