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Cannot implicitly convert type... with property

I've been trying to set up a triangle class that contains three Vector3's and an integer.

Here's the class constructor: (not sure that's the right term, I'm an amateur)

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Icosahedron_Test
{
    class TriXYZ
    {
        Vector3 vertex1;
        Vector3 vertex2;
        Vector3 vertex3;
        int depth;
        float material1; // float for first material value amount (in %)  deals with blending
        float material2; // float for second material value amount (in %)  deals with blending

        Vector3 vValue;  // place holder for vertex properties "set"
        int dValue;  // place holder for depth properties "set"

    public TriXYZ(Vector3 pos1, Vector3 pos2, Vector3 pos3, int tDepth)
    {
        vertex1 = pos1;
        vertex2 = pos2;
        vertex3 = pos3;
        depth = tDepth;
    }

This is how I'm setting up the property:

public Vector3 GetVertex1
{
    get { return vertex1; }
    set { vertex1 = vValue; }
}

And this is how I'm calling the property from another class:

Vector3 cVertex1;
TriXYZ cTriangle = triangleList[listPos];   // triangleList is a TriXYZ[] array
.
.
.

cVertex1 = cTriangle.GetVertex1;

The error I am getting is:

Cannot implicitly convert type 'Microsoft.Xna.Framework.Vector3' to 'Icosahedron_Test.TriXYZ'

I understand what this error usually means, essentially that I am trying to assign a string to an integer or something like that. What I don't understand is why I am seeing the error here. the variable cVertex1 is a Vector3 variable, and the return value of vertex1 is also a Vector3 variable.

Can anyone see why I am running into this problem?

Here's teh full code for the TriXyZ class and the Icosahdron class that I've developed so far:

TriXYZ:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Icosahedron_Test
{
class TriXYZ
{
    Vector3 vertex1;
    Vector3 vertex2;
    Vector3 vertex3;
    int depth;
    float material1; // float for first material value amount (in %)  deals with blending
    float material2; // float for second material value amount (in %)  deals with blending

    Vector3 vValue;  // place holder for vertex properties "set"
    int dValue;  // place holder for depth properties "set"

    public TriXYZ(Vector3 pos1, Vector3 pos2, Vector3 pos3, int tDepth)
    {
        vertex1 = pos1;
        vertex2 = pos2;
        vertex3 = pos3;
        depth = tDepth;
    }

    public TriXYZ(Vector3 pos1, Vector3 pos2, Vector3 pos3, int tDepth, float tMaterial1, float tMaterial2)
    {
        vertex1 = pos1;
        vertex2 = pos2;
        vertex3 = pos3;
        depth = tDepth;
        material1 = tMaterial1;
        material2 = tMaterial2;
    }

    // public access to triangle data, read-write

    public Vector3 GetVertex1
    {
        get { return vertex1; }
        set { vertex1 = vValue; }
    }
    public Vector3 GetVertex2
    {
        get { return vertex2; }
        set { vertex2 = vValue; }
    }
    public Vector3 GetVertex3
    {
        get { return vertex3; }
        set { vertex3 = vValue; }
    }
    public int GetDepth
    {
        get { return depth; }
        set { depth = dValue; }
    }



    public Vector3 Midpoint(Vector3 pos1, Vector3 pos2, int tDepth)
    {
        Vector3 midpoint;  // returned midpoint between the two inputted vectors

        //PLACEHOLDER

        return midpoint;
    }

}
}

and ICOSAHDRON:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Icosahedron_Test
{
class Icosahedron
{
    int radius;  // radius of the planet
    int refinement;  // number of times to refine the traingles
    int faces = 20;
    Vector3[] basePositions; // Vertex points for three defining rectangles
    TriXYZ[] vertices;  // Vertex points for triangles which define the spherical surface

    public Icosahedron(int tRadius, int tRefinement, TriXYZ[] tVertices)
    {
        radius = tRadius;
        refinement = tRefinement;
        vertices = tVertices;
    }

    protected void Initialize()
    {
        double t = radius*((1+Math.Sqrt(5))/2);

        Vector3[] basePositions = 
        {
            //First Rectangle
            Vector3.Normalize(new Vector3(-radius, (float)t, 0)),
            Vector3.Normalize(new Vector3(radius, (float)t, 0)),
            Vector3.Normalize(new Vector3(-radius, (float)-t, 0)),
            Vector3.Normalize(new Vector3(radius, (float)-t, 0)),

            //Seconds Rectangle
            Vector3.Normalize(new Vector3(0, -radius开发者_高级运维, (float)t)),
            Vector3.Normalize(new Vector3(0, radius, (float)t)),
            Vector3.Normalize(new Vector3(0, -radius, (float)-t)),
            Vector3.Normalize(new Vector3(0, radius, (float)-t)),

            //Third Rectangle
            Vector3.Normalize(new Vector3((float)t, 0, -radius)),
            Vector3.Normalize(new Vector3((float)t, 0, radius)),
            Vector3.Normalize(new Vector3((float)-t, 0, -radius)),
            Vector3.Normalize(new Vector3((float)-t, 0, radius))
        };

        TriXYZ[] vertices =
        {
            new TriXYZ(basePositions[0], basePositions[11], basePositions[5], 1),
            new TriXYZ(basePositions[0], basePositions[5], basePositions[1], 1),
            new TriXYZ(basePositions[0], basePositions[1], basePositions[7], 1),
            new TriXYZ(basePositions[0], basePositions[7], basePositions[10], 1),
            new TriXYZ(basePositions[0], basePositions[10], basePositions[11], 1),

            new TriXYZ(basePositions[1], basePositions[5], basePositions[9], 1),
            new TriXYZ(basePositions[5], basePositions[11], basePositions[4], 1),
            new TriXYZ(basePositions[11], basePositions[10], basePositions[2], 1),
            new TriXYZ(basePositions[10], basePositions[7], basePositions[6], 1),
            new TriXYZ(basePositions[7], basePositions[1], basePositions[8], 1),

            new TriXYZ(basePositions[3], basePositions[9], basePositions[4], 1),
            new TriXYZ(basePositions[3], basePositions[4], basePositions[2], 1),
            new TriXYZ(basePositions[3], basePositions[2], basePositions[6], 1),
            new TriXYZ(basePositions[3], basePositions[6], basePositions[8], 1),
            new TriXYZ(basePositions[3], basePositions[8], basePositions[9], 1),

            new TriXYZ(basePositions[4], basePositions[9], basePositions[5], 1),
            new TriXYZ(basePositions[2], basePositions[4], basePositions[11], 1),
            new TriXYZ(basePositions[6], basePositions[2], basePositions[10], 1),
            new TriXYZ(basePositions[8], basePositions[6], basePositions[7], 1),
            new TriXYZ(basePositions[9], basePositions[8], basePositions[1], 1),

        };
    }

    private TriXYZ[] Refinement(TriXYZ[] rVertices, int rRefinement)
    {
        TriXYZ[] tVertices;  // Temp list of triangles

        int cDepth = 1; // current depth integer

        TriXYZ vertex1; // position of first vertex of base triangle
        TriXYZ vertex2; // position of second vertex of base triangle
        TriXYZ vertex3; // position of third vertex of base triangle
        int tDepth; // depth of the current triangle

        TriXYZ mid1; // position of first midpoint
        TriXYZ mid2; // position of second midpoint
        TriXYZ mid3; // position of third midpoint

        int listPos = 0; // base list position integer
        int nListPos = 0; // new list position integer

        int cRefine = 1; // current refinement iteration

        while(cRefine < rRefinement)  // loop until the icosphere has been refined the inputted number of times
        {
            tVertices = null;

            foreach (TriXYZ i in rVertices)
            {
                TriXYZ cTriangle = tVertices[listPos];

                vertex1 = cTriangle.GetVertex1;
                vertex2 = cTriangle.GetVertex2;
                vertex3 = cTriangle.GetVertex3;
                tDepth = tVertices[listPos].GetDepth;

                mid1 = TriXYZ.Midpoint(vertex1, vertex2, tDepth);
                mid2 = TriXYZ.Midpoint(vertex1, vertex2, tDepth);
                mid3 = TriXYZ.Midpoint(vertex1, vertex2, tDepth);
            }
        }

        return rVertices;
    }

}
}


You declare GetVertex1 like so:

public Vector3 GetVertex1

This is fine assumign that's what you want. However in the isocahedron class in the Refinement method you have the following snippets:

    TriXYZ vertex1; // position of first vertex of base triangle
    TriXYZ vertex2; // position of second vertex of base triangle
    TriXYZ vertex3; // position of third vertex of base triangle
    ...
    ...
    vertex1 = cTriangle.GetVertex1;
    vertex2 = cTriangle.GetVertex2;
    vertex3 = cTriangle.GetVertex3;

So this is then trying to set vertex1 to be a Vector3 when it is declared as a TriXYZ.

Work out what types things should be and you should be sorted. :)


  TriXYZ vertex1; // position of first vertex of base triangle   
  TriXYZ vertex2; // position of second vertex of base triangle   
  TriXYZ vertex3; // position of third vertex of base triangle 

these lines overriding Vertex3 of 'Microsoft.Xna.Framework.Vector3' to TriXYZ so you would change the object name of TriXYZ

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