Commit e12bf21e authored by ledig's avatar ledig

[FIX] compiles in MSVC

parent 28a5c76b
......@@ -25,12 +25,14 @@
#ifndef WREQUIREMENT_H
#define WREQUIREMENT_H
#include "WExportCommon.h"
/**
* Base class for all possible kinds of requirements. Derive your own kind of requirement from this class. This allows easy checking of required
* features on a target system. Of course this is only useful for things checkable during runtime. You should avoid writing classes for checking
* weather some library is installed or not. This is checked by the linker on the target system.
*/
class WRequirement
class OWCOMMON_EXPORT WRequirement // NOLINT
{
public:
......
......@@ -92,13 +92,13 @@ private:
template< std::size_t order, std::size_t dim, typename Data_T >
WTensorSym< order, dim, Data_T >::WTensorSym()
: WTensorFunc< WTensorBaseSym, order, dim, Data_T >()
: wmath::WTensorFunc< wmath::WTensorBaseSym, order, dim, Data_T >()
{
}
template< std::size_t order, std::size_t dim, typename Data_T >
WTensorSym< order, dim, Data_T >::WTensorSym( const WValue< Data_T >& data )
: WTensorFunc< WTensorBaseSym, order, dim, Data_T >( data )
: WTensorFunc< wmath::WTensorBaseSym, order, dim, Data_T >( data )
{
}
// ######################## stream output operators #################################
......
......@@ -36,8 +36,10 @@
#include "../common/WTransferable.h"
#include "WExportDataHandler.h"
#include "WDataTexture3D_2.h"
class WDataTexture3D;
class WDataTexture3D_2;
class WCondition;
class WDataSetVector;
......
......@@ -37,13 +37,14 @@
#include "callbacks/WGEFunctorCallback.h"
#include "WGETexture.h"
#include "WExportWGE.h"
/**
* Class implements a manager for multiple 3D textures. They can be applied to arbitrary osg::Node. This allows very comfortable use of dataset
* based colormapping. The only requirement is that your geometry/node needs to specify texture coordinates in Object Space. That means: the
* texture coordinates equal the regular 3D grid of the texture.
*/
class WGEColormapping
class WGE_EXPORT WGEColormapping // NOLINT
{
public:
/**
......
......@@ -36,6 +36,7 @@
#include "WGETextureHud.h"
#include "WShader.h"
#include "callbacks/WGEViewportCallback.h"
#include "WExportWGE.h"
/**
* This type of node basically is a convenience class for managing and creating offscreen renderings. The children of this node should be of type
......@@ -50,7 +51,7 @@
* \note Please not that you should not modify the whole wiring and offscreen configuration if the this node has been added as it is not
* thread-safe.
*/
class WGEOffscreenRenderNode: public WGEGroupNode
class WGE_EXPORT WGEOffscreenRenderNode: public WGEGroupNode // NOLINT
{
public:
/**
......
......@@ -32,6 +32,7 @@
#include "WGEUtils.h"
#include "WGETexture.h"
#include "WExportWGE.h"
class WGETextureHud;
......@@ -40,7 +41,7 @@ class WGETextureHud;
* which, by default, is the same as the camera in the this instance nesting graph. It allows simple attachment of textures to a offscreen
* rendering as well as easy texture creation.
*/
class WGEOffscreenRenderPass: public osg::Camera
class WGE_EXPORT WGEOffscreenRenderPass: public osg::Camera // NOLINT
{
public:
......
......@@ -41,7 +41,7 @@
* returns the value (bool, int, double, WPosition supported). For other types specialize the template.
*/
template< typename T >
class WGE_EXPORT WGEPropertyUniform: public osg::Uniform
class WGEPropertyUniform: public osg::Uniform
{
public:
/**
......
......@@ -26,11 +26,12 @@
#define WGEREQUIREMENT_H
#include "../common/WRequirement.h"
#include "WExportWGE.h"
/**
* This requirement ensures an up and running WGE.
*/
class WGERequirement: public WRequirement
class WGE_EXPORT WGERequirement: public WRequirement // NOLINT
{
public:
......
......@@ -456,7 +456,7 @@ template < typename TextureType >
void WGETexture< TextureType >::bind( osg::ref_ptr< osg::Node > node, size_t unit )
{
// let our utilities do the work
wge::bindTexture( node, this, unit ); // to avoid recursive stuff -> explicitly specify the type
wge::bindTexture( node, osg::ref_ptr< WGETexture< TextureType > >( this ), unit ); // to avoid recursive stuff -> explicitly specify the type
}
template < typename TextureType >
......
......@@ -143,7 +143,7 @@ namespace wge
* \tparam T the type of texture. Usually osg::Texture3D or osg::Texture2D.
*/
template < typename T >
void WGE_EXPORT bindTexture( osg::ref_ptr< osg::Node > node, osg::ref_ptr< T > texture, size_t unit = 0 );
void bindTexture( osg::ref_ptr< osg::Node > node, osg::ref_ptr< T > texture, size_t unit = 0 );
/**
* Binds the specified texture to the specified unit. It automatically adds several uniforms which then can be utilized in the shader:
......@@ -160,7 +160,7 @@ namespace wge
* \tparam T the type of texture. Usually osg::Texture3D or osg::Texture2D.
*/
template < typename T >
void WGE_EXPORT bindTexture( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WGETexture< T > > texture, size_t unit = 0 );
void bindTexture( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WGETexture< T > > texture, size_t unit = 0 );
}
inline WColor wge::getRGBAColorFromDirection( const wmath::WPosition &pos1, const wmath::WPosition &pos2 )
......@@ -185,7 +185,7 @@ inline osg::Vec3 wge::wv3D2ov3( wmath::WVector3D v )
return osg::Vec3( v[0], v[1], v[2] );
}
inline osg::Matrixd WGE_EXPORT wge::toOSGMatrix( const wmath::WMatrix<double>& matrix )
inline osg::Matrixd wge::toOSGMatrix( const wmath::WMatrix<double>& matrix )
{
WAssert( ( matrix.getNbRows() == 3 || matrix.getNbRows() == 4 ) && ( matrix.getNbCols() == 3 || matrix.getNbCols() == 4 ),
"Only 3x3 or 4x4 matrices allowed." );
......
......@@ -94,7 +94,7 @@ public:
* \tparam Type the callback type. You can specify every class that has a nested class called "Callback".
*/
template < typename Type = osg::Node >
class WGE_EXPORT WGEFunctorCallback: public WGEFunctorCallbackTraits< Type >::CallbackType
class WGEFunctorCallback: public WGEFunctorCallbackTraits< Type >::CallbackType
{
public:
......
......@@ -40,7 +40,7 @@
* support access via T->get(). Specialize the class if you do not specify a pointer.
*/
template< typename T >
class WGE_EXPORT WGELinearTranslationCallback: public osg::NodeCallback
class WGELinearTranslationCallback: public osg::NodeCallback
{
public:
/**
......
......@@ -40,7 +40,7 @@
* you do not specify a pointer.
*/
template< typename T >
class WGE_EXPORT WGEPropertyUniformCallback: public osg::Uniform::Callback
class WGEPropertyUniformCallback: public osg::Uniform::Callback
{
public:
/**
......@@ -48,7 +48,7 @@ public:
*
* \param property the property containing the value
*/
WGEPropertyUniformCallback( T property );
explicit WGEPropertyUniformCallback( T property );
/**
* Destructor.
......
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