Salut j'ai un header contenant deux classe :
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#ifndef ODFAEG_BOUNDING_VOLUME_HPP
#define ODFAEG_BOUNDING_VOLUME_HPP
#include "../Math/vec4.h"
#include "../Math/ray.h"
#include <string>
#include <iostream>
#include "collisionResultSet.hpp"
/**
  *\namespace odfaeg
  * the namespace of the Opensource Development Framework Adapted for Every Games.
  */
namespace odfaeg {
    namespace physic {
        /**
          * \file boundingVolume.h
          * \class BoudingVolume
          * \brief Manage a bounding volume for collision detection
          * \author Duroisin.L
          * \version 1.0
          * \date 1/02/2014
          *
          * Base class of all bouding volumes of the framework used for collision detection.
          *
          */
        class BoundingVolume;
        class BoundingBox;
        class OrientedBoundingBox;
        class BoundingSphere;
        class BoundingEllipsoid;
        class BoundingPolyhedron;
        class BaseInterface {
             public :
             virtual bool onIntersects(BaseInterface& other, CollisionResultSet::Info& infos) = 0;
             virtual bool onIntersects(BaseInterface& bi, math::Ray& ray, bool segment, CollisionResultSet::Info& infos) = 0;
             virtual bool onIntersects(BaseInterface& bi, math::Ray& ray, math::Vec3f& near, math::Vec3f& far, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (BoundingBox &bb, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (BoundingSphere &bs, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (BoundingEllipsoid &be, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (OrientedBoundingBox &ob, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (BoundingPolyhedron &bp, CollisionResultSet::Info& infos) = 0;
             virtual bool intersects (math::Ray& ray, bool segment, CollisionResultSet::Info& infos) = 0;
             virtual bool intersectsWhere (math::Ray& ray, math::Vec3f& near, math::Vec3f& far, CollisionResultSet::Info& infos) = 0;
             std::vector<BoundingVolume*> getChildren();
             std::vector<std::unique_ptr<BoundingVolume>> children;
        };
        class BoundingVolume : public BaseInterface, public core::Registered<BoundingVolume> {
        public :
            BoundingVolume ();
            void addChild(BoundingVolume* bv);
            bool intersects(BaseInterface& other, CollisionResultSet::Info& info);
            bool intersects(math::Ray& ray, bool segment, CollisionResultSet::Info& info);
            bool intersectsWhere(math::Ray& ray, math::Vec3f& near, math::Vec3f& far, CollisionResultSet::Info& info);
            virtual math::Vec3f getPosition() = 0;
            virtual math::Vec3f getSize() = 0;
            virtual math::Vec3f getCenter() = 0;
            virtual void move (math::Vec3f t) = 0;
            virtual std::unique_ptr<BoundingVolume> clone () = 0;
            template <typename Archive>
            void vtserialize(Archive & ar);
            virtual ~BoundingVolume() {}
            protected :
            BoundingVolume(const BoundingVolume& other);
            BoundingVolume& operator= (const BoundingVolume& other);
        };
    }
}
#include "../../../src/odfaeg/Physics/boundingVolume.tpp"
#endif // BOUNDING_AREAS

Et un autre header qui utilise ces deux classes :

Code cpp : Sélectionner tout - Visualiser dans une fenêtre à part
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#ifndef ODFAEG_BOUNDING_BOX_HPP
#define ODFAEG_BOUNDING_BOX_HPP
#include "../Math/vec2f.h"
#include "../Math/ray.h"
#include <climits>
#include "boundingVolume.h"
#include "../Math/computer.h"
/**
  *\namespace odfaeg
  * the namespace of the Opensource Development Framework Adapted for Every Games.
  */
namespace odfaeg {
    namespace graphic {
        class TransformMatrix;
    }
    namespace physic {
        class BoundingSphere;
        class BoundingEllipsoid;
        class OrientedBoundingBox;
        class BoundingPolyhedron;
 
        /**
          * \file boundingBox.h
          * \class BoudingBox
          * \brief Manage a bounding box for collision detection
          * \author Duroisin.L
          * \version 1.0
          * \date 1/02/2014
          *
          * Manage a bounding box for collision detection.
          * The bounding box is aligned with the x and y axis.
          *
          */
        class BoundingBox : public BoundingVolume {
            public :
                /** \fn BoundingBox()
                * \brief Default constructor (initialize a bounding retangle at position (0, 0) and with a size of (0, 0).
                */
                BoundingBox ();
                /** \fn BoundingBox (int, int, int, int  int, int)
                 * \brief Initialize a bounding box with the given position and the given size
                 * \param the x position of the bounding box
                 * \param the y position of the bounding box
                 * \param the z position of the bounding box
                 * \param the width of the bounding box
                 * \param the height of the bounding box
                 * \param the depth of the bounding box
                 */
                BoundingBox (int x, int y, int z, int width, int height, int depth);
                /** \fn bool intersects (BoundingSphere &bs)
                *   \brief test if a bounding sphere collides with the bounding sphere.
                *   \param the bounding sphere to test with.
                *   \return the result of the collision test.
                */
                bool onIntersects (BaseInterface& interface, CollisionResultSet::Info& info);
                bool onIntersects (BaseInterface& interface, math::Ray& ray, bool segment, CollisionResultSet::Info& info);
                bool onIntersects (BaseInterface& interface, math::Ray& ray, math::Vec3f& near, math::Vec3f& far, CollisionResultSet::Info& info);
                bool intersects (BoundingBox& bx);
                bool intersects (BoundingVolume &bv, CollisionResultSet::Info& info);
                bool intersects (BoundingSphere &bs, CollisionResultSet::Info& info);
                /** \fn bool intersects (BoundingEllipsoid &be)
                *   \brief test if a bounding ellipsoid collides with the bounding box.
                *   \param the bounding ellipsoid to test with.
                *   \return the result of the collision test.
                */
                bool intersects (BoundingEllipsoid &bc, CollisionResultSet::Info& info);
                /** \fn bool intersects (BoundingBox &br)
                *   \brief test if an other bounding box collides with the bounding box.
                *   \param the other bounding box to test with.
                *   \return the result of the collision test.
                */
                bool intersects (BoundingBox &bx, CollisionResultSet::Info& info);
                /** \fn bool intersects (OrientedBoundingBox &br)
                *   \brief test if an oriented bounding sphere collides with the bounding box.
                *   \param the oriented bounding box to test with.
                *   \return the result of the collision test.
                */
                bool intersects (OrientedBoundingBox &obx, CollisionResultSet::Info& info);
                /** \fn bool intersects (BoundingPolyhedron &bp)
                *   \brief test if a bounding polyhedron collides with the bounding box.
                *   \param the bounding polyhedron to test with.
                *   \return the result of the collision test.
                */
                bool intersects (BoundingPolyhedron &bp, CollisionResultSet::Info& info);
                /** \fn bool intersects (Ray &ray)
                *   \brief test if a ray collides with the bounding box.
                *   \param the Segment to test with.
                *   \return the result of the collision test.
                */
                bool intersects (math::Ray& ray, bool segment, CollisionResultSet::Info& info);
                bool intersectsWhere (math::Ray &ray, math::Vec3f& i1, math::Vec3f& i2, CollisionResultSet::Info& info);
                /** \fn bool isPointInside (Vec2f point)
                *   \brief test if a point is in the bounding box.
                *   \param the point to test in.
                *   \return the result of the collision test.
                */
                bool isPointInside (math::Vec3f point);
                /**\fn Vec2f getCenter()
                *  \brief gives the center of the bounding box.
                *  \return the center of the bounding box.
                */
                math::Vec3f getCenter();
               /**\fn float getWidth()
                *  \brief gives the width of the bounding box.
                *  \return the width of the bounding box.
                */
                float getWidth();
                /**\fn float getHeight()
                *  \brief gives the height of the bounding box.
                *  \return the height of the bounding box.
                */
                float getHeight();
                /**\fn float getDepth()
                *  \brief gives the depth of the bounding box.
                *  \return the depth of the bounding box.
                */
                float getDepth();
                /**\fn Vec3f getPosition()
                *  \brief gives the position of the bounding box.
                *  \return the position of the bounding box.
                */
                math::Vec3f getSize();
                math::Vec3f getPosition();
                /**\fn void setPosition(int x, int y, int z)
                *  \brief set the position of the bounding box.
                *  \param the x position of the bounding box.
                *  \param the y position of the bounding box.
                */
                void setPosition(int x, int y, int z);
                /**\fn void setSize(int width, int height, int depth)
                *  \brief set the size of the bounding box.
                *  \param the width of the bounding box.
                *  \param the height of the bounding box.
                *  \param the depth of the bounding box.
                */
                void setSize(int width, int height, int depth);
                void move (math::Vec3f t);
                void scale (math::Vec3f s);
                const BoundingBox& operator= (const BoundingBox& other) {
                    x = other.x;
                    y = other.y;
                    z = other.z;
                    width = other.width;
                    height = other.height;
                    depth = other.depth;
                    points = other.points;
                    return *this;
                }
                template <typename Archive>
                void vtserialize(Archive & ar) {
                    BoundingVolume::vtserialize(ar);
                    ar(x);
                    ar(y);
                    ar(z);
                    ar(width);
                    ar(height);
                    ar(depth);
                    ar(center);
                    ar(edgeBissectors);
                    ar(faceBissectors);
                    ar(edgeNormals);
                    ar(faceNormals);
                }
                BoundingBox transform(graphic::TransformMatrix &tm);
                std::unique_ptr<BoundingVolume> clone() {
                    return std::make_unique<BoundingBox>(*this);
                }
                std::vector<math::Vec3f> getVertices();
                std::vector<math::Vec3f> getFaceNormals();
                std::vector<math::Vec3f> getEdgeNormals();
                std::vector<math::Vec3f> getFaceBissectors();
                std::vector<math::Vec3f> getEdgeBissectors();
                bool isFlat();
            private :
                void computeVectors();
                std::vector<math::Vec3f> points;
                std::vector<math::Vec3f> faceNormals;
                std::vector<math::Vec3f> edgeNormals;
                std::vector<math::Vec3f> faceBissectors;
                std::vector<math::Vec3f> edgeBissectors;
                bool flat;
                int x, y, z, width, height, depth; /**< the x position of the bounding box */
                /**< the y position of the bounding box */
                /**< the z position of the bounding box */
                /**< the width of the bounding box */
                /**< the height of the bounding box */
                /**< the depth of the bounding box */
                math::Vec3f center;
                /**< the center of the bounding box */
        };
    }
}
#endif

J'ai cette erreur-ci comme quoi il ne trouve pas ma classe BaseInterface :

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C:\Users\Laurent\Developpement\Projets-c++\ODFAEG\src\odfaeg\Network\..\..\..\include\odfaeg\Core\..\Graphics\..\Physics\boundingBox.h|55|error: expected ',' or '...' before 'struct'|
Or que sous linux ça compile sans problème alors quel est la différence avec le compilateur mingw, qu'est ce qui ne va pas dans mon code ?