C++奇怪问题:在class中找不到函数成员

C++ strange problem: cannot find function member in class

这个问题看似很简单,但怎么都解决不了...
我在 class 中有原型,没有同名或函数的重复原型。却找不到。

看看这些截图就明白我的意思了

这是 class 在 header 文件中添加它们的位置

这是我尝试使用弹出的所有函数和变量都没有的地方。

正如您在该图像中看到的那样,RemoveParticle 函数与 FindTargetEffect 函数位于同一区域,但它可以很好地找到 RemoveParticle,并且 FindTargetEffect不能。

如果你认为这是定义..我把它们注释掉了,但它仍然不起作用

这里是headerclass.

class CParticleEntityManager {
public:
    friend class CParticleEntity;
    friend class CParticleBundle;

    CParticleEntityManager();

        
    int                     AddParticleToTargetBone(const char *name, 
                                                    DWORD targetID, 
                                                    int effectBoneIndex, 
                                                    bool useEffectBoneRotation, 
                                                    D3DXVECTOR3 &offset, 
                                                    bool autoRemove = true,
                                                    /*bool bNonstopPlay = false,*/
                                                    bool continued = false, 
                                                    D3DXMATRIX matContinued = D3DXMATRIX(0.0f, 0.0f, 0.0f, 0.0f,
                                                                                         0.0f, 0.0f, 0.0f, 0.0f,
                                                                                         0.0f, 0.0f, 0.0f, 0.0f,
                                                                                         0.0f, 0.0f, 0.0f, 0.0f)/*
#ifdef DEF_XMODEL_BONE_EFFECT_OEN_081125
                                                    , bool bXModel = false
#endif
#ifdef DEF_ADD_PARTICLE_OEN_081211
                                                    , float fDelayTime = -1
#endif
#ifdef DEF_BUG_PARTICLE_OEN_090310
                                                    , int nTargetType = 0
                                                    , bool bOverlap = true
#endif*/
                                                    );

    // Ä«¸Þ¶ó Áß¾Ó¿¡ ÆÄƼŬ °³Ã¼ »ý¼º, Çڵ鰪 ¸®ÅÏ
    int                     AddParticleToCameraCenter(const char *name, bool autoRemove = true);

    // ÁöÁ¤ÇÑ À§Ä¡¿Í ¹æÇâ¿¡ ÆÄƼŬ °³Ã¼ »ý¼º, Çڵ鰪 ¸®ÅÏ
    int                     AddParticle(const char *name, D3DXVECTOR3 &position, D3DXMATRIX &rotation, bool autoRemove = true);

    // ÁöÁ¤ÇÑ À§Ä¡¿¡ ÆÄƼŬ °³Ã¼ »ý¼º, Çڵ鰪 ¸®ÅÏ
    int                     AddParticle(const char *name, D3DXVECTOR3 &position, bool autoRemove = true);

    // ÆÄƼŬ °³Ã¼¸¦ À̵¿
    void                    MoveParticle(int hEntity, D3DXVECTOR3 &position);

    // ÆÄƼŬ °³Ã¼¸¦ À̵¿°ú ȸÀü
    void                    MoveParticle(int hEntity, D3DXVECTOR3 &position, D3DXMATRIX &rotation);

    // ÆÄƼŬ °³Ã¼ »èÁ¦ (immediately °¡ true ¸é ¹Ù·Î »èÁ¦, false ¸é ÇöÀç»ý¼ºµÈ ÆÄƼŬÀÇ ¼ö¸íÀÌ ´ÙÇÒ¶§±îÁö ±â´Ù¸²)
    void                    RemoveParticle(int hEntity, bool immediately);

    /**
     *  ÆÄƼŬ °³Ã¼ ¸®¼Â
     * \date 2008-04-23
     * \author oen
     * \param hEntity ¸®¼Â ¿£Æ¼Æ¼ ÇÚµé
     * \param *replace ÆÄƼŬÀ» º¯°æÇÑ´Ù¸é º¯°æÇÒ ÆÄƼŬ ¸í
     * \param restart_ ¸®¼Â ÈÄ ÆÄƼŬÀ» ´Ù½Ã Ç÷¹ÀÌ ½ÃųÁö À¯¹«
     */
    void                    ResetParticle(int hEntity, const char *replace = NULL, bool restart_ = true);

    /**
     *  ÇØ´ç ÇÚµéÀ» °¡Áø °³Ã¼ÀÇ ºñÀúºíÀ» ¼³Á¤
     * \date 2008-04-23
     * \author oen
     * \param hEntity ÇÚµé
     * \param visible_ true : º¸ÀÓ false : ¾Èº¸ÀÓ
     */
    //void                    SetVisible(int hEntity, bool visible_);

    // ¸ðµç ÆÄƼŬ °³Ã¼ ¸®¼Â (¿¡µðÅÍ¿¡¼­ »ç¿ë)
    void                    ResetAllParticles();       

    // CMyD3DApplication::RenderView ¿¡¼­ È£Ãâ (postRender ´Â ³ªÁß¿¡ µû·Î ·»´õ¸µÃ³¸®°¡ ÇÊ¿äÇÑ °æ¿ì¶§¹®¿¡ (¿¹¸¦ µé¸é ¹è°æÈ­¸éÀ» ¿Ö°îÇÏ´Â È¿°ú)
    HRESULT                 Render(bool postRender);

    // CMyD3DApplication::FrameMove ¿¡¼­ È£Ãâ
    void                    FrameMove(float elapsedTime);

    // ±ÍÂúÀº DX °´Ã¼ º¹±¸ °ü¸® ÇÔ¼öµé :-(
    HRESULT                 InitDeviceObjects(IDirect3DDevice9 *pDevice);
    HRESULT                 RestoreDeviceObjects();
    HRESULT                 InvalidateDeviceObjects();
    HRESULT                 DeleteDeviceObjects();
    
#ifdef _TOOL
    // ÀÌÆåÅ͵éÀ» Á¤¸®ÇÑ´Ù.
    void                    Clear();
#endif

#if defined(DEF_BUG_PARTICLE_OEN_090310) || defined(DEF_EFFECT_OEN_090325)
    /**
     *  µ¿ÀÏÇÑ ID ¿¡ µ¿ÀÏÇÑ ÀÌÆåÅÍ°¡ ºÙ¾î ÀÖ´ÂÁö »ìÇÉ´Ù.
     * \param dwID ãÀ» ID
     * \param strEffectName ãÀ» ÀÌÆåÅÍ ¸í
     * \return ã¾Ò´Ù¸é ÇØ´ç ÀÌÆåÅ͸¦ ¸øã¾Ò´Ù¸é -1
     */
    int                    FindTargetEffect(DWORD dwTargetID, LPCSTR strEffectName);
#endif

    // ¿¡µðÅÍ¿¡¼­ »ç¿ëÇÏ´Â º¯¼öµé
    int                     m_hTestParticle;
    D3DXVECTOR3             m_testParticleOffset;
    bool                    m_showWireFrame;
    bool                    m_freeze;
    bool                    m_fixPosition;
    int                     m_numDrawParticles;

    bool                    m_bTabSelect;               // ù¹ø° ÅÇÀÌ ¼±Åà µÇ¾ú´ÂÁö È®ÀÎ Çϱâ À§ÇÑ º¯¼ö

#ifdef DEF_EFFECT_BOX_ESCAFLOWNE_2006_03_16             // ÀÌÆåÆ®Åø ¿¡¹ÌÅÍ

    BOXVERTEX               m_Vertices[ 8 ];
    BOXINDEX                m_Indices[ 12 ];

    LPDIRECT3DVERTEXBUFFER9 m_pBoxVB;
    LPDIRECT3DINDEXBUFFER9  m_pBoxIB;

    int                     m_nTest;
#endif

    // ÆÄƼŬ °´Ã¼ Á¢±ÙÀ» À§ÇØ Á¢±Ù¿µ¿ª º¯°æ
    CParticleEntity *       GetEntityByHandle(int handle);

private:    
    void                    Init();

    int                     GetNewHandle(); 

    int                     GetSortedDrawEntities(CParticleEntity **drawEntities);

    void                    FlushVertexBuffer(prtShaderStage_t *shader, int vbWriteOffset, int vbWriteSize);


#ifdef DEF_EFFECT_BOX_ESCAFLOWNE_2006_03_16             // ÀÌÆåÆ®Åø ¿¡¹ÌÅÍ
    void                    InitBox();                  // ¹Ú½º ÃʱâÈ­
    void                    RenderBox();                // ¹Ú½º ±×¸®±â
#endif

    CParticleEntity *       m_pEntities[MAX_PARTICLE_ENTITIES];
    CParticleEntity *       m_pEntityList;
    int                     m_numEntities;
    float                   m_fElapsedTime;

    bool                    m_bConfirmDevice;
    bool                    m_bRestoreDevice;
    bool                    m_bSoftware;

    PDIRECT3DDEVICE9        m_pD3DDev;
    PDIRECT3DVERTEXBUFFER9  m_pVertexBuffer;
    PDIRECT3DINDEXBUFFER9   m_pIndexBuffer; 
    PDIRECT3DVERTEXSHADER9  m_pBumpEnvVertexShader;
    PDIRECT3DPIXELSHADER9   m_pBumpEnvPixelShader;
    PDIRECT3DVERTEXSHADER9  m_pHeatHazeMaskVertexShader;
    PDIRECT3DPIXELSHADER9   m_pHeatHazeMaskPixelShader;
    CTexture *              m_pHeatHazeTexture;
};

extern CParticleEntityManager   g_particleEntityManager;

问题已解决。我在子文件夹中有完全相同的 header 文件。

effect\Effect_Sprite

我也把它放在项目的根目录中。

并且项目的根 header 已过时。