c++ - 如何从另一个类访问私有(private)变量?

标签 c++ variables opengl private

我正在用 OpenGL 开发一个项目,我让它以最基本的形式运行。现在,我需要这样做,以便我的旋转和轨道“获取”矩阵位于我的 Box.cpp 文件中,我的速度变量是私有(private)的,并且我已经为这些速度变量设置了函数。

我需要访问 main 中的那些变量,但由于它们是私有(private)的,我显然不能。

有人能指出我正确的方向吗?

主要.cpp:

#include "vgl.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <vector>
#include "Box.h"
#include "Camera.h"
#include "VertexBufferData.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>

using namespace std;
using namespace glm;

#define SPACEBAR_KEY 32
#define ESCAPE_KEY 033

Camera* camera;
vector<Box * > gameObjects;
bool keyDown[255];

void CheckKeyboard(){

    if (keyDown['a'])
        camera->RotateLeft();
    if (keyDown['d'])
        camera->RotateRight();
    if (keyDown['w'])
        camera->MoveForward();
    if (keyDown['s'])
        camera->MoveBackWard();
    if (keyDown['e'])
        camera->StrafeRight();
    if (keyDown['q'])
        camera->StrafeLeft();
}

void closeApp()
{
    delete camera;
    for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it) {
        delete (*it);
    }
}


void keyboard(unsigned char key, int x, int y)
{
    switch (key) 
    {
        case ESCAPE_KEY:  // ASCII Escape Key Code
            closeApp();
            exit(EXIT_SUCCESS);
            break;
        default:
            keyDown[key] = true;
    }

    glutPostRedisplay();
}

void keyboardUp(unsigned char key, int x, int y)
{
    keyDown[key] = false;
}

void mouseWheel(int button, int direction, int x, int y)
{

    if (button == 16)
        camera->ResetFOV();
    else if (direction > 0)
        camera->ZoomIn();
    else
        camera->ZoomOut();
}

void mouseMovement(int x, int y)
{
    static bool warp = true;

    if (warp)
    {
        if (x>glutGet(GLUT_WINDOW_WIDTH) / 2)
            camera->RotateRight();
        else if (x<glutGet(GLUT_WINDOW_WIDTH) / 2)
            camera->RotateLeft();

        if (y>glutGet(GLUT_WINDOW_HEIGHT) / 2)
            camera->RotateUp();
        else if (y<glutGet(GLUT_WINDOW_HEIGHT) / 2)
            camera->RotateDown();

        glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
        warp = false;
    }
    else
        warp = true;
}

void timer(int value)
{
    glutPostRedisplay();
    glutTimerFunc(25, timer, 0);
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    CheckKeyboard();
    camera->Update();
    for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it) {
        (*it)->shaderProgram->bindShader();
        glm::mat4 MVP = camera->ProjectionMatrix *  camera->ViewMatrix * (*it)->getModelMatrix();
        (*it)->shaderProgram->sendUniform4x4("MVP", glm::value_ptr(MVP));
        (*it)->Draw();
    }
    glutSwapBuffers();
}

void init()
{
    int i = 0;

    camera = new Camera();
    memset(keyDown, false, sizeof(keyDown));

    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
    glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
    glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_CULL_FACE);

    VertexBufferData vertexBufferData = VertexBufferData("Data\\Models\\Objects.xml");

    gameObjects.push_back(new Box(vertexBufferData, glm::vec3(0.0f, 0.0f, 0.0f), "Data\\Shaders\\Vertex.shader", "Data\\Shaders\\Fragment.shader"));

    gameObjects.push_back(new Box(vertexBufferData, glm::vec3(4.0f, 0.0f, 0.0f), "Data\\Shaders\\Vertex.shader", "Data\\Shaders\\Fragment.shader"));

    gameObjects[1]->rotationSpeed = 5.0f;
    gameObjects[0]->rotationSpeed = 2.5f;
    gameObjects[1]->orbitSpeed = 1.0f;
    //gameObjects[1]->setRotation(45.0f, vec3(0.0f, 0.0f, 1.0f));
    //gameObjects[0]->setScaleMatrix(vec3(2, 2, 2));
    //gameObjects[1]->setOrbitMatrix(vec3(2.0f, 0.0f, 0.0f), 45.0f, 1, 365, 0);
}



int main(int argc, char** argv)
{
    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH);
    glutInitWindowSize(1024, 768);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glutCreateWindow("Satterwhite_Project_3");


    if (glewInit())
    {
        cerr << "Unable to init glew" << endl;
        exit(EXIT_FAILURE);
    }

    init();
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutKeyboardUpFunc(keyboardUp);
    glutPassiveMotionFunc(mouseMovement);
    glutMouseWheelFunc(mouseWheel);
    glutTimerFunc(25, timer, 0);
    glutMainLoop();
    return 0;
}

盒子.cpp:

#include "Box.h"

Box::Box(VertexBufferData &vbd,  vec3 initialPosition,const string vertexShader, const string fragmentShader):GameObject(vertexShader, fragmentShader)
{   
    degreesRotated = 0.0f;
    rotationSpeed = 0.0f;
    orbitSpeed = 0.0f;
    Position=initialPosition;
    vertexBufferData =vbd;

    RotationMatrix=mat4(1.0f);
    OrbitMatrix = mat4(1.0f);
    ScaleMatrix=mat4(1.0f);
    TranslationMatrix =translate(glm::mat4(1.0f), Position);

    if (!shaderProgram->initialize())
    {
        std::cerr << "Could not initialize the shaders" << std::endl;
    }

    shaderProgram->bindShader();

    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBufferData(GL_ARRAY_BUFFER, vertexBufferData.verticiesSize, &vertexBufferData.verticies[0], GL_STATIC_DRAW);

    glGenBuffers(1, &fragmentBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, fragmentBuffer);
    glBufferData(GL_ARRAY_BUFFER, vertexBufferData.colorSize, &vertexBufferData.colors[0], GL_STATIC_DRAW);

    shaderProgram->linkProgram();
}
void Box::setRotation(float degrees, vec3 axis)
{
    RotationMatrix = rotate(RotationMatrix, degrees, axis);
}

void Box::setScaleMatrix(vec3 scale)
{
    ScaleMatrix = glm::scale(mat4(1.0f), scale);
}

void Box::setOrbitMatrix(float degrees, vec3 axis)
{
    OrbitMatrix = rotate(OrbitMatrix, degrees, axis);
}

void Box::Draw()
{
    shaderProgram->bindShader();

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 0, BUFFER_OFFSET(0));

    glBindBuffer(GL_ARRAY_BUFFER, fragmentBuffer);
    glVertexAttribPointer(1, 3, GL_FLOAT,GL_FALSE, 0, BUFFER_OFFSET(0));    

    glDrawArrays(GL_TRIANGLES, 0, vertexBufferData.verticies.size());

    glDisableVertexAttribArray(0);
    glDisableVertexAttribArray(1);
}

盒子.h:

#pragma once
#include "GameObject.h"

class Box :  public GameObject
{

private:
    mat4 ModelMatrix;
    mat4 RotationMatrix;
    mat4 OrbitMatrix;
    mat4 TranslationMatrix;
    mat4 ScaleMatrix;
public:
    float rotationSpeed, orbitSpeed, degreesRotated;
    void Draw();
    virtual ObjectType getType() const { return BOX; }

    mat4 getModelMatrix() {return getOrbitMatrix()*TranslationMatrix*getRotationMatrix()*ScaleMatrix;}
    mat4 getRotationMatrix()
    { 
        setRotation(rotationSpeed, vec3(0.0f, 0.0f, 1.0f));
        return RotationMatrix;
    }
    mat4 getTranslationMatrix() {return TranslationMatrix;}
    mat4 getOrbitMatrix()
    {
        setOrbitMatrix(orbitSpeed, vec3(0.0f, 0.0f, 1.0f));
        return OrbitMatrix;
    }
    mat4 getScaleMatrix() {return ScaleMatrix;}
    void setRotation(float degrees, vec3 axis);
    void setScaleMatrix(vec3 scale);
    void setOrbitMatrix(float degrees, vec3 axis);

    Box(VertexBufferData &vertexBufferData, vec3 initialPosition, const string vertexShader, const string fragmentShader);

    vec3 Position;
};

最佳答案

  • 如果您想访问另一个类的私有(private)成员和 protected 成员,请将您想要访问目标类的私有(private)成员和 protected 成员的类声明为“友元类”。

  • 如果您想从 main 或任何其他函数而不是从类中访问私有(private)和 protected 成员,请将该函数声明为类的友元,例如 ostream 插入运算符“<<”和 istream 提取运算符“>>"当您在类中重载它们以打印和输入您的成员(member)数据时。

声明一个类或一个函数成为你类的 friend 就像在现实生活中结交一个你信任的新 friend ,所以你让他/她访问你的 secret 和私有(private)东西,这样他/她就可以帮助你实现你所发现的做自己很难,但友元既不是交换性的也不是关联性的:“成为他/她的 friend 并不意味着你成为他/她的 friend ,因为他/她仍然可能不信任你,因此不会宣布你是他的/她的 friend ”,你父亲的 friend 不是你的 friend 。

  • 使用友元的开销正在破坏数据隐藏和封装原则。所以经验法则是谨慎使用。

  • 如果您希望每个人都可以访问您的私有(private)/ protected 成员,请使用其成员默认为公共(public)范围的结构。或者在你的类公共(public)范围内声明你的成员数据,这是一个非常糟糕的设计。

在此示例中,我将向您展示如何从另一个类和另一个函数(在本例中为 main 函数)访问私有(private)数据:

#include <iostream>
#include <string>
using namespace std;


class Foo; // forward declaration
class Bar; // forward declaration

class Foo
{
    public:
        Foo() : MyData(100){}

    private:
        int MyData;
        friend class Bar; // any access scope is ok. Bar will have full access to Foo
        friend int main(); // main now can access private members
};

class Bar // friend of Foo but Foo is not my Friend so it can't access mine
{
    Foo fooObj;

    public:
        Bar(){}
        void PrintFoo()const;
};

void Bar::PrintFoo()const
{
    cout << fooObj.MyData << endl; // accessing private member data of class Foo from Bar
}


int main()
{
    Foo theFoo;
    Bar theBar;
    theBar.PrintFoo();

    cout << theFoo.MyData << endl; // correct! accessing private members of foo from main because main is friend of Foo.

    return 0;
}

关于c++ - 如何从另一个类访问私有(private)变量?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40251872/

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