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Visual C++ Discussion :

Compilation M. Visual Studio 2oo8


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  1. #1
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    Par défaut Compilation M. Visual Studio 2oo8
    Bonjour,

    Merci de noter que je suis débutant sous .NET, donc si vous jugez une documentation utile pour ma progression, n'hésitez pas à la mentionner ...

    J'utilise MVS 2008, et je souhaite compiler le code suivant :

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    #include <osg/Node>
    #include <osg/Group>
    #include <osg/Geode>
    #include <osg/Geometry>
    #include <osg/Texture2D>
    #include <osgDB/ReadFile> 
    #include <osgViewer/Viewer>
    #include <osg/PositionAttitudeTransform>
    #include <osgGA/TrackballManipulator>
    int main()
    {
       osgViewer::Viewer viewer;
       osg::Group* root = new osg::Group();
       osg::Geode* pyramidGeode = new osg::Geode();
       osg::Geometry* pyramidGeometry = new osg::Geometry();
       osg::Geode* crossGeode = new osg::Geode();
       osg::Geometry* crossGeometry = new osg::Geometry();
     
       //Associate the pyramid geometry with the pyramid geode 
       //   Add the pyramid geode to the root node of the scene graph.
     
       pyramidGeode->addDrawable(pyramidGeometry); 
       root->addChild(pyramidGeode);
       crossGeode->addDrawable(crossGeometry); 
       root->addChild(crossGeode);
     
       //Declare an array of vertices. Each vertex will be represented by 
       //a triple -- an instances of the vec3 class. An instance of 
       //osg::Vec3Array can be used to store these triples. Since 
       //osg::Vec3Array is derived from the STL vector class, we can use the
       //push_back method to add array elements. Push back adds elements to 
       //the end of the vector, thus the index of first element entered is 
       //zero, the second entries index is 1, etc.
       //Using a right-handed coordinate system with 'z' up, array 
       //elements zero..four below represent the 5 points required to create 
       //a simple pyramid.
     
       osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
       pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left 
       pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right 
       pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right 
       pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left 
       pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak
     
       float clen;
       clen = 12.0;
       osg::Vec3Array* crossVertices = new osg::Vec3Array;
       crossVertices->push_back (osg::Vec3(-clen, 0.0, 0.0));
       crossVertices->push_back (osg::Vec3( clen, 0.0, 0.0));
       crossVertices->push_back (osg::Vec3(  0.0, 0.0, -clen));
       crossVertices->push_back (osg::Vec3(  0.0, 0.0,  clen));  
     
       //Associate this set of vertices with the geometry associated with the 
       //geode we added to the scene.
     
       pyramidGeometry->setVertexArray( pyramidVertices );
       crossGeometry->setVertexArray (crossVertices);
       //Next, create a primitive set and add it to the pyramid geometry. 
       //Use the first four points of the pyramid to define the base using an 
       //instance of the DrawElementsUint class. Again this class is derived 
       //from the STL vector, so the push_back method will add elements in 
       //sequential order. To ensure proper backface cullling, vertices 
       //should be specified in counterclockwise order. The arguments for the 
       //constructor are the enumerated type for the primitive 
       //(same as the OpenGL primitive enumerated types), and the index in 
       //the vertex array to start from.
     
       osg::DrawElementsUInt* pyramidBase = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
       pyramidBase->push_back(3);
       pyramidBase->push_back(2);
       pyramidBase->push_back(1);
       pyramidBase->push_back(0);
       pyramidGeometry->addPrimitiveSet(pyramidBase);
     
       osg::DrawElementsUInt* cross = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::LINES, 0);
       cross->push_back(3);
       cross->push_back(2);
       cross->push_back(1);
       cross->push_back(0);
       crossGeometry->addPrimitiveSet(cross);
     
       //Repeat the same for each of the four sides. Again, vertices are 
       //specified in counter-clockwise order. 
     
       osg::DrawElementsUInt* pyramidFaceOne = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
       pyramidFaceOne->push_back(0);
       pyramidFaceOne->push_back(1);
       pyramidFaceOne->push_back(4);
       pyramidGeometry->addPrimitiveSet(pyramidFaceOne);
     
       osg::DrawElementsUInt* pyramidFaceTwo = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
       pyramidFaceTwo->push_back(1);
       pyramidFaceTwo->push_back(2);
       pyramidFaceTwo->push_back(4);
       pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);
     
       osg::DrawElementsUInt* pyramidFaceThree = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
       pyramidFaceThree->push_back(2);
       pyramidFaceThree->push_back(3);
       pyramidFaceThree->push_back(4);
       pyramidGeometry->addPrimitiveSet(pyramidFaceThree);
     
       osg::DrawElementsUInt* pyramidFaceFour = 
          new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
       pyramidFaceFour->push_back(3);
       pyramidFaceFour->push_back(0);
       pyramidFaceFour->push_back(4);
       pyramidGeometry->addPrimitiveSet(pyramidFaceFour);
     
       //Declare and load an array of Vec4 elements to store colors. 
     
       osg::Vec4Array* colors = new osg::Vec4Array;
       colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
       colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
       colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
       colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white
     
       //Declare the variable that will match vertex array elements to color 
       //array elements. This vector should have the same number of elements 
       //as the number of vertices. This vector serves as a link between 
       //vertex arrays and color arrays. Entries in this index array 
       //coorespond to elements in the vertex array. Their values coorespond 
       //to the index in he color array. This same scheme would be followed 
       //if vertex array elements were matched with normal or texture 
       //coordinate arrays.
       //   Note that in this case, we are assigning 5 vertices to four 
       //   colors. Vertex array element zero (bottom left) and four (peak) 
       //   are both assigned to color array element zero (red).
     
       osg::TemplateIndexArray
          <unsigned int, osg::Array::UIntArrayType,4,4> *colorIndexArray;
       colorIndexArray = 
          new osg::TemplateIndexArray<unsigned int, osg::Array::UIntArrayType,4,4>;
       colorIndexArray->push_back(0); // vertex 0 assigned color array element 0
       colorIndexArray->push_back(1); // vertex 1 assigned color array element 1
       colorIndexArray->push_back(2); // vertex 2 assigned color array element 2
       colorIndexArray->push_back(3); // vertex 3 assigned color array element 3
       colorIndexArray->push_back(0); // vertex 4 assigned color array element 0
     
       //The next step is to associate the array of colors with the geometry, 
       //assign the color indices created above to the geometry and set the 
       //binding mode to _PER_VERTEX.
     
       pyramidGeometry->setColorArray(colors);
       pyramidGeometry->setColorIndices(colorIndexArray);
       pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
       crossGeometry->setColorArray(colors);
       crossGeometry->setColorIndices(colorIndexArray);
       crossGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
     
       //Now that we have created a geometry node and added it to the scene 
       //we can reuse this geometry. For example, if we wanted to put a 
       //second pyramid 15 units to the right of the first one, we could add 
       //this geode as the child of a transform node in our scene graph. 
     
       // Declare and initialize a transform node.
       osg::PositionAttitudeTransform* pyramidTwoXForm =
          new osg::PositionAttitudeTransform();
     
       // Use the 'addChild' method of the osg::Group class to
       // add the transform as a child of the root node and the
       // pyramid node as a child of the transform.
     
       root->addChild(pyramidTwoXForm);
       pyramidTwoXForm->addChild(pyramidGeode);
     
       // Declare and initialize a Vec3 instance to change the
       // position of the model in the scene
     
       osg::Vec3 pyramidTwoPosition(15,0,0);
       pyramidTwoXForm->setPosition( pyramidTwoPosition ); 
     
       //The final step is to set up and enter a simulation loop.
     
       viewer.setSceneData( root );
       //viewer.run();
     
       viewer.setCameraManipulator(new osgGA::TrackballManipulator());
       viewer.realize();
     
       while( !viewer.done() )
       {
          viewer.frame();
       } 
     
       return 0;
    }
    Je sais que je suis censé référencer les fichiers de l'Open Scene Graph. Mais je ne sais pas comment faire sous MVC2008 (pire sous Windows ...) ??

    Sinon la compilation aboutie aux erreurs suivantes :
    Output Window

    Compiling...
    cl : Command line warning D9035 : option 'Wp64' has been deprecated and will be removed in a future release
    GeometryTest.cpp
    .\tutorial_03\tuto3\GeometryTest.cpp(1) : fatal error C1083: Cannot open include file: 'osg/Node': No such file or directory
    Results

    Build log was saved at "file://d:\USERS\Mohamed ALJI\SOURCES\OSG - NPS Tutorials\Release\BuildLog.htm"
    OSG Tutorials - 1 error(s), 1 warning(s)

  2. #2
    Rédacteur
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    Par défaut
    Salut,
    Pour configurer les répertoires de recherche de fichier d'en-têtes de ton projet, des bibliothèques pour l'éditeur de lien, tu peux regarder dans cette partie du tutoriel : Configurer Visual C++ 2008 Express

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