c+中的struct的恼人问题+; 我的问题是我不知道如何在C++中编程东西,就像我在C语言中那样。所以我不知道我的代码有什么问题。 我正在尝试创建两个结构。一个表示矩阵X33,另一个表示向量2D: struct Vector2 { float x; float y; float h; Vector2() { x = y = h = 0; } Vector2(float valueX, float valueY, float valueH) { x = valueX; y = valueY; h = valueH; } Vector2(float valueX, float valueY) { x = valueX; y = valueY; h = 1; } Vector2 Translate(Vector2 dir) { Matrix33 matrix = Matrix33::GetIdentity(); matrix.a02 = dir.x; matrix.a12 = dir.y; return matrix * Vector2(x, y, h); } static Vector2 VectorOne() { return Vector2(1, 1, 1); } static Vector2 VectorUP() { return Vector2(0, 1, 0); } static Vector2 VectorFoward() { return Vector2(0, 0, 1); } static Vector2 VectorRight() { return Vector2(1, 0, 0); } Vector2 operator*(const int value) { return Vector2(x*value, y*value, h); } Vector2 operator/(const int value) { return Vector2(x / value, y / value, 1); } Vector2 operator+(const Vector2 value) { return Vector2(x + value.x, y + value.y); } Vector2 operator-(const Vector2 value) { return Vector2(x - value.x, y - value.y); } }; struct Matrix33 { float a00; float a01; float a02; float a10; float a11; float a12; float a20; float a21; float a22; Matrix33() { a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0; } void AddValues(int line, float c1, float c2, float c3) { if (line == 0) { a00 = c1; a01 = c2; a02 = c3; } else if (line == 1) { a10 = c1; a11 = c2; a12 = c3; } else if (line == 2) { a20 = c1; a21 = c2; a20 = c3; } } static Matrix33 GetIdentity() { Matrix33 m; m.a00 = m.a11 = m.a22 = 1; return m; } Matrix33 operator*(const Matrix33 m) { Matrix33 result; result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22)); result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22)); result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22)); return result; } Vector2 operator*(const Vector2 p) { Vector2 result; result.x = a00*p.x + a01*p.y + a02*p.h; result.y = a10*p.x + a11*p.y + a12*p.h; result.h = a20*p.x + a21*p.y + a22*p.h; return result; } };
问题是,当我尝试构建时,我得到了很多与my matrix aN值和静态函数GetIdentity()相关的错误。我不知道这里发生了什么事 错误7错误C2228:“.a12”的左侧必须具有类/结构/联合c+中的struct的恼人问题+; 我的问题是我不知道如何在C++中编程东西,就像我在C语言中那样。所以我不知道我的代码有什么问题。 我正在尝试创建两个结构。一个表示矩阵X33,另一个表示向量2D: struct Vector2 { float x; float y; float h; Vector2() { x = y = h = 0; } Vector2(float valueX, float valueY, float valueH) { x = valueX; y = valueY; h = valueH; } Vector2(float valueX, float valueY) { x = valueX; y = valueY; h = 1; } Vector2 Translate(Vector2 dir) { Matrix33 matrix = Matrix33::GetIdentity(); matrix.a02 = dir.x; matrix.a12 = dir.y; return matrix * Vector2(x, y, h); } static Vector2 VectorOne() { return Vector2(1, 1, 1); } static Vector2 VectorUP() { return Vector2(0, 1, 0); } static Vector2 VectorFoward() { return Vector2(0, 0, 1); } static Vector2 VectorRight() { return Vector2(1, 0, 0); } Vector2 operator*(const int value) { return Vector2(x*value, y*value, h); } Vector2 operator/(const int value) { return Vector2(x / value, y / value, 1); } Vector2 operator+(const Vector2 value) { return Vector2(x + value.x, y + value.y); } Vector2 operator-(const Vector2 value) { return Vector2(x - value.x, y - value.y); } }; struct Matrix33 { float a00; float a01; float a02; float a10; float a11; float a12; float a20; float a21; float a22; Matrix33() { a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0; } void AddValues(int line, float c1, float c2, float c3) { if (line == 0) { a00 = c1; a01 = c2; a02 = c3; } else if (line == 1) { a10 = c1; a11 = c2; a12 = c3; } else if (line == 2) { a20 = c1; a21 = c2; a20 = c3; } } static Matrix33 GetIdentity() { Matrix33 m; m.a00 = m.a11 = m.a22 = 1; return m; } Matrix33 operator*(const Matrix33 m) { Matrix33 result; result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22)); result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22)); result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22)); return result; } Vector2 operator*(const Vector2 p) { Vector2 result; result.x = a00*p.x + a01*p.y + a02*p.h; result.y = a10*p.x + a11*p.y + a12*p.h; result.h = a20*p.x + a21*p.y + a22*p.h; return result; } };,c++,visual-c++,struct,compiler-errors,C++,Visual C++,Struct,Compiler Errors,问题是,当我尝试构建时,我得到了很多与my matrix aN值和静态函数GetIdentity()相关的错误。我不知道这里发生了什么事 错误7错误C2228:“.a12”的左侧必须具有类/结构/联合 错误16错误C2228:“.a12”的左侧必须具有类/结构/联合 错误27错误C2228:“.a12”的左侧必须具有类/结构/联合 错误5错误C2228:“.a02”的左侧必须具有类/结构/联合 错误14错误C2228:“.a02”的左侧必须具有类/结构/联合 错误25错误C2228:“.a02”
错误16错误C2228:“.a12”的左侧必须具有类/结构/联合 错误27错误C2228:“.a12”的左侧必须具有类/结构/联合
错误5错误C2228:“.a02”的左侧必须具有类/结构/联合
错误14错误C2228:“.a02”的左侧必须具有类/结构/联合
错误25错误C2228:“.a02”的左侧必须具有类/结构/联合 错误5错误C3861:“GetIdentity”:找不到标识符
错误16错误C3861:“GetIdentity”:找不到标识符
错误29错误C3861:“GetIdentity”:找不到标识符
错误4错误C2653:“Matrix33”:不是类或命名空间名称
错误15错误C2653:“Matrix33”:不是类或命名空间名称
错误28错误C2653:“Matrix33”:不是类或命名空间名称 有人有什么建议可以帮我吗。我将不胜感激!。
谢谢在定义处理Matrix3类元素的Vector2类的任何成员函数之前,必须先定义Matrix3类。只有在定义了Matrix3之后,才能定义Vector2类的这些成员函数 比如说
struct Vector2
{
float x;
float y;
float h;
Vector2()
{
x = y = h = 0;
}
Vector2(float valueX, float valueY, float valueH)
{
x = valueX;
y = valueY;
h = valueH;
}
Vector2(float valueX, float valueY)
{
x = valueX;
y = valueY;
h = 1;
}
// not defined but only declared
Vector2 Translate(Vector2 dir);
// other members of the class
};
struct Matrix33
{
float a00; float a01; float a02;
float a10; float a11; float a12;
float a20; float a21; float a22;
Matrix33()
{
a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0;
}
void AddValues(int line, float c1, float c2, float c3)
{
if (line == 0)
{
a00 = c1;
a01 = c2;
a02 = c3;
}
else if (line == 1)
{
a10 = c1;
a11 = c2;
a12 = c3;
}
else if (line == 2)
{
a20 = c1;
a21 = c2;
a20 = c3;
}
}
static Matrix33 GetIdentity()
{
Matrix33 m;
m.a00 = m.a11 = m.a22 = 1;
return m;
}
Matrix33 operator*(const Matrix33 m)
{
Matrix33 result;
result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22));
result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22));
result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22));
return result;
}
Vector2 operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
};
// now you may define it
Vector2 Vector2::Translate(Vector2 dir)
{
Matrix33 matrix = Matrix33::GetIdentity();
matrix.a02 = dir.x;
matrix.a12 = dir.y;
return matrix * Vector2(x, y, h);
}
在定义处理Matrix3类元素的Vector2类的任何成员函数之前,必须定义Matrix3类。只有在定义了Matrix3之后,才能定义Vector2类的这些成员函数 比如说
struct Vector2
{
float x;
float y;
float h;
Vector2()
{
x = y = h = 0;
}
Vector2(float valueX, float valueY, float valueH)
{
x = valueX;
y = valueY;
h = valueH;
}
Vector2(float valueX, float valueY)
{
x = valueX;
y = valueY;
h = 1;
}
// not defined but only declared
Vector2 Translate(Vector2 dir);
// other members of the class
};
struct Matrix33
{
float a00; float a01; float a02;
float a10; float a11; float a12;
float a20; float a21; float a22;
Matrix33()
{
a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0;
}
void AddValues(int line, float c1, float c2, float c3)
{
if (line == 0)
{
a00 = c1;
a01 = c2;
a02 = c3;
}
else if (line == 1)
{
a10 = c1;
a11 = c2;
a12 = c3;
}
else if (line == 2)
{
a20 = c1;
a21 = c2;
a20 = c3;
}
}
static Matrix33 GetIdentity()
{
Matrix33 m;
m.a00 = m.a11 = m.a22 = 1;
return m;
}
Matrix33 operator*(const Matrix33 m)
{
Matrix33 result;
result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22));
result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22));
result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22));
return result;
}
Vector2 operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
};
// now you may define it
Vector2 Vector2::Translate(Vector2 dir)
{
Matrix33 matrix = Matrix33::GetIdentity();
matrix.a02 = dir.x;
matrix.a12 = dir.y;
return matrix * Vector2(x, y, h);
}
在定义处理Matrix3类元素的Vector2类的任何成员函数之前,必须定义Matrix3类。只有在定义了Matrix3之后,才能定义Vector2类的这些成员函数 比如说
struct Vector2
{
float x;
float y;
float h;
Vector2()
{
x = y = h = 0;
}
Vector2(float valueX, float valueY, float valueH)
{
x = valueX;
y = valueY;
h = valueH;
}
Vector2(float valueX, float valueY)
{
x = valueX;
y = valueY;
h = 1;
}
// not defined but only declared
Vector2 Translate(Vector2 dir);
// other members of the class
};
struct Matrix33
{
float a00; float a01; float a02;
float a10; float a11; float a12;
float a20; float a21; float a22;
Matrix33()
{
a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0;
}
void AddValues(int line, float c1, float c2, float c3)
{
if (line == 0)
{
a00 = c1;
a01 = c2;
a02 = c3;
}
else if (line == 1)
{
a10 = c1;
a11 = c2;
a12 = c3;
}
else if (line == 2)
{
a20 = c1;
a21 = c2;
a20 = c3;
}
}
static Matrix33 GetIdentity()
{
Matrix33 m;
m.a00 = m.a11 = m.a22 = 1;
return m;
}
Matrix33 operator*(const Matrix33 m)
{
Matrix33 result;
result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22));
result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22));
result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22));
return result;
}
Vector2 operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
};
// now you may define it
Vector2 Vector2::Translate(Vector2 dir)
{
Matrix33 matrix = Matrix33::GetIdentity();
matrix.a02 = dir.x;
matrix.a12 = dir.y;
return matrix * Vector2(x, y, h);
}
在定义处理Matrix3类元素的Vector2类的任何成员函数之前,必须定义Matrix3类。只有在定义了Matrix3之后,才能定义Vector2类的这些成员函数 比如说
struct Vector2
{
float x;
float y;
float h;
Vector2()
{
x = y = h = 0;
}
Vector2(float valueX, float valueY, float valueH)
{
x = valueX;
y = valueY;
h = valueH;
}
Vector2(float valueX, float valueY)
{
x = valueX;
y = valueY;
h = 1;
}
// not defined but only declared
Vector2 Translate(Vector2 dir);
// other members of the class
};
struct Matrix33
{
float a00; float a01; float a02;
float a10; float a11; float a12;
float a20; float a21; float a22;
Matrix33()
{
a00 = a01 = a02 = a10 = a11 = a12 = a20 = a21 = a22 = 0;
}
void AddValues(int line, float c1, float c2, float c3)
{
if (line == 0)
{
a00 = c1;
a01 = c2;
a02 = c3;
}
else if (line == 1)
{
a10 = c1;
a11 = c2;
a12 = c3;
}
else if (line == 2)
{
a20 = c1;
a21 = c2;
a20 = c3;
}
}
static Matrix33 GetIdentity()
{
Matrix33 m;
m.a00 = m.a11 = m.a22 = 1;
return m;
}
Matrix33 operator*(const Matrix33 m)
{
Matrix33 result;
result.AddValues(0, (a00*m.a00 + a01*m.a10 + a02*m.a20), (a00*m.a01 + a01*m.a11 + a02*m.a21), (a00*m.a02 + a01*m.a12 + a02*m.a22));
result.AddValues(1, (a10*m.a00 + a11*m.a10 + a12*m.a20), (a10*m.a01 + a11*m.a11 + a12*m.a21), (a10*m.a02 + a11*m.a12 + a12*m.a22));
result.AddValues(2, (a20*m.a00 + a21*m.a10 + a22*m.a20), (a20*m.a01 + a21*m.a11 + a22*m.a21), (a20*m.a02 + a21*m.a12 + a22*m.a22));
return result;
}
Vector2 operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
};
// now you may define it
Vector2 Vector2::Translate(Vector2 dir)
{
Matrix33 matrix = Matrix33::GetIdentity();
matrix.a02 = dir.x;
matrix.a12 = dir.y;
return matrix * Vector2(x, y, h);
}
实际上你不需要做很多改变。您可以向前声明
Vector2
,将Vector2
的定义移动到Matrix33
之后,然后将运算符*
的定义移动到Matrix33
之外。例如:
// Forward declaration
struct Vector2;
struct Matrix33
{
// ...
Vector2 operator*(const Vector2 p);
// ^ declaration only because
// Vector2 is an incomplete type at this point
};
struct Vector2
{
// ...
};
Vector2 Matrix33::operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
实际上,您不必做很多更改。您可以向前声明
Vector2
,将Vector2
的定义移动到Matrix33
之后,然后将运算符*
的定义移动到Matrix33
之外。例如:
// Forward declaration
struct Vector2;
struct Matrix33
{
// ...
Vector2 operator*(const Vector2 p);
// ^ declaration only because
// Vector2 is an incomplete type at this point
};
struct Vector2
{
// ...
};
Vector2 Matrix33::operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
实际上,您不必做很多更改。您可以向前声明
Vector2
,将Vector2
的定义移动到Matrix33
之后,然后将运算符*
的定义移动到Matrix33
之外。例如:
// Forward declaration
struct Vector2;
struct Matrix33
{
// ...
Vector2 operator*(const Vector2 p);
// ^ declaration only because
// Vector2 is an incomplete type at this point
};
struct Vector2
{
// ...
};
Vector2 Matrix33::operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
实际上,您不必做很多更改。您可以向前声明
Vector2
,将Vector2
的定义移动到Matrix33
之后,然后将运算符*
的定义移动到Matrix33
之外。例如:
// Forward declaration
struct Vector2;
struct Matrix33
{
// ...
Vector2 operator*(const Vector2 p);
// ^ declaration only because
// Vector2 is an incomplete type at this point
};
struct Vector2
{
// ...
};
Vector2 Matrix33::operator*(const Vector2 p)
{
Vector2 result;
result.x = a00*p.x + a01*p.y + a02*p.h;
result.y = a10*p.x + a11*p.y + a12*p.h;
result.h = a20*p.x + a21*p.y + a22*p.h;
return result;
}
“我的问题是,我不知道如何在C++中像C++那样编程东西。”你不应该是完全不同的语言。我认为至少结构上的东西是相似的。VoCTR2不知道MatLX33类,你需要在矢量2之前声明或定义MatRX33。我建议C++教程开始。