2011-11-04 36 views
0

这非常奇怪,我无法理解它是什么导致它发生的......因此,我有两个类:Player and Enemy和一个实用程序static类CollisionMgr。错误2061 - 当我包含标题时,类变成“未定义”

我有一个世界级的敌人数组,我想在Player类中有一个指向它的指针来进行碰撞检测。但此刻我尝试#包括在玩家一个敌对阶级,我得到敌人一个“玩家未定义”错误....我认为它与头部包裹做...

#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; 

    }; 

这是敌对阶级

#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; 

    }; 

在源文件包括我的一些碰撞功能此静态类:

#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); 


    }; 

所有这些编译好的这样,但现在我尝试添加#包括“敌人“在播放器中我得到错误C2061:语法错误:标识符'玩家'在敌人类....或如果我包括成功敌人,然后尝试包括CollisionMgr ....他们之间存在某种冲突和定义的球员,但我无法理解如何解决它....

我使用VS2010作为我的编译器..

任何帮助,将不胜感激!

我试着重新安排包含声明,但我真的不明白是什么原因造成的?

回答

4

这是一个循环依赖的情况。您需要正确转发声明PlayerEnemy,并且您将无法在相反的头文件中使用它们的定义。你可以在实现文件中使用它们。这里有一个例子:

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); 
}; 

包括在这两个位置的头文件会导致错误(如你所看到的):

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); 
}; 

这里需要的是一个 “向前声明” 为PlayerEnemy在适当情况下,像这样:

Player.h

// forward declaration: 
class Enemy; 

class Player 
{ 
    // needs to know about Enemy 
    void f(const Enemy& b); 
}; 

Enemy.h

然后在执行文件中你可以#include适当的头文件,以实际获得编译单元中对象的定义。

+0

这确实解决了这个问题。非常感谢你 – Alex