VisualC++ 编译器错误 C3646:未知覆盖说明符

Luc*_*uca 7 c++ compiler-errors include

我正在尝试编写一个简单的 DirectX11 引擎,但我一直收到这个奇怪的错误,但我找不到问题所在:我定义了一个 Terrain 类和一个 Mesh 类,并在 Terrain 类中 #include Mesh 类:

地形类定义:

// Terrain.h
#pragma once

#include "Noise.h"
#include "Mesh.h"

class Terrain
{
public:
    Terrain(float width, float depth, int numVerticesW, int numVerticesD);
    ~Terrain();
    float GetHeight(float x, float z);
    void Draw();
private:
    Mesh mMesh;                     // I get the error on this line 
    Noise mNoiseGenerator;
    std::vector<float> mHeights;
    void CreateTerrain(float width, float depth, int numVerticesW, int numVerticesD);
    float ComputeHeight(float x, float z, float startFrequency, float startAmplitude, float persistence, int octaves);
};
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和 Mesh 类定义:

// Mesh.h
#pragma once

#include <d3d11.h>
#include <vector>
#include "Game.h"

class Mesh
{
public:
    Mesh();
    ~Mesh();
    template <typename T, unsigned int N> 
    void LoadVertexBuffer(T data[][N], unsigned int size, bool dynamic = false);
    void LoadIndexBuffer(std::vector<unsigned int> indices);
    void SetVertexCount(unsigned int vertexCount);
    void Bind();
    void Draw();
private:  
    std::vector<ID3D11Buffer*> mVertexBuffers;
    std::vector<unsigned int> mStrides;
    ID3D11Buffer *mIndexBuffer;
    unsigned int mVertexCount;
};


template <typename T, unsigned int N>
void Mesh::LoadVertexBuffer(T data[][N], unsigned int size, bool dynamic)
{
    D3D11_BUFFER_DESC bufferDesc = {};
    bufferDesc.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_IMMUTABLE;
    bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bufferDesc.ByteWidth = sizeof(T[N]) * size;
    bufferDesc.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
    bufferDesc.MiscFlags = 0;
    bufferDesc.StructureByteStride = 0;

    D3D11_SUBRESOURCE_DATA bufferData = {}; 
    bufferData.pSysMem = data;

    ID3D11Buffer *buffer;
    Game::GetInstance()->GetDevice()->CreateBuffer(&bufferDesc, &bufferData, &buffer);
    mVertexBuffers.push_back(buffer);
    mStrides.push_back(sizeof(T[N]));
}
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当我编译代码时,我得到:

Severity    Code    Description Project File    Line    Suppression State
Error   C3646   'mMesh': unknown override specifier DirectX11 engine 0.3    c:\users\luca\desktop\programming\code\c++\source\visual studio\directx11 engine 0.3\terrain.h  14  
Severity    Code    Description Project File    Line    Suppression State
Error   C4430   missing type specifier - int assumed. Note: C++ does not support default-int    DirectX11 engine 0.3    c:\users\luca\desktop\programming\code\c++\source\visual studio\directx11 engine 0.3\terrain.h  14  
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我在网上搜索,但大多数结果都显示缺少分号或循环包含问题,但我找不到任何问题。

编辑 我发现了这个问题,但我无法解释为什么我的解决方案有效:遵循包含树:Terrain.h --> Mesh.h --> Game.h --> Renderer.h --> Terrain.h

消除 #include "Terrain.h" (因为我只是在类中声明了 Terrain * 指针)并将其添加到 Terrain.cpp 似乎解决了这个问题。所以这一定是一个循环包含的问题,但我不应该通过使用标题/包含保护来防范吗?

MSa*_*ers 14

您的问题是#pragma once只能防止双重包含。即它使以下安全(简化以使其显而易见):

// Terrain.cpp
#include "Terrain.h"
#include "Terrain.h" 
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它不解决循环包含,这很难自动解决。通过双重包含,很明显哪个是第一个。但是一个圆圈没有开始。