在Unity中使用DLL, MonoBehaviour
本文关键字:DLL MonoBehaviour Unity | 更新日期: 2023-09-27 18:04:52
我有一个用C编写的一些机翼几何和流求解程序代码库。我做了一个简单的测试项目,用于调试库、c#包装器类和主项目之间的一些集成问题。在这个测试项目中,我有一个测试脚本:
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Collections;
using System.Runtime.InteropServices;
public class testScript2 : MonoBehaviour {
// external functions
[DllImport( "TestLib" )]
public static extern void makeWing( ref stripCalcStruct wing,
int n_sections, bool isSwept, double sweep );
[DllImport( "TestLib" )]
public static extern void makeComp( ref stripCalcStruct wing,
ref compNILLStruct wingComp );
[DllImport( "TestLib" )]
public static extern void NILLWingEx( ref stripCalcStruct wing,
ref compNILLStruct comp, ref outNILL results, bool simpsons );
// member variables to store computation results
public double calculation1 = 0.0;
public double calculation2 = 0.0;
public double calculation3 = 0.0;
public double calculation4 = 0.0;
public double calculation5 = 0.0;
public double calculation6 = 0.0;
// Use this for initialization
void Start () {
// this is my "main" program
// initialize some geometric parameters
int numCS = 2;
int numControlStations = 2;
int numAirfoils = 1;
int numAiCoeffs = 10;
int n_sections = 40;
// Create a StripController
StripController controller1 = new StripController(
n_sections, numCS, numControlStations, numAirfoils, numAiCoeffs );
controller1.tryStuff();
// Fill the wing geometry with a default wing from the library
makeWing( ref controller1.wing, 40, false, 0.0 );
// save a piece to see that it worked
calculation1 = controller1.wing.area;
// Fill computational state parameters with default values from the library
makeComp( ref controller1.wing, ref controller1.comp );
// save a piece to see that it worked
calculation2 = controller1.getAlphaAtIndex( 0 );
// Call the flow solver from the library
NILLWingEx( ref controller1.wing, ref controller1.comp,
ref controller1.results, false );
// save the required computation time
calculation3 = controller1.results.time;
// free pinned memory in the controller
controller1.freeStuff();
/* Try this again, but this time call the NILLWingEX function from
* within the StripController file */
StripController controller2 = new StripController(
n_sections, numCS, numControlStations, numAirfoils, numAiCoeffs );
controller2.tryStuff();
makeWing( ref controller2.wing, 40, false, 0.0 );
calculation4 = controller2.wing.area;
makeComp( ref controller2.wing, ref controller2.comp );
calculation5 = controller2.getAlphaAtIndex( 0 );
controller2.EvalNILL(); // This fails
calculation6 = controller2.results.time;
controller2.freeStuff();
}
// Update is called once per frame
void Update () {
}
void OnGUI()
{
// display our computation results on the screen
GUI.Label( new Rect( 100f, 100f, 500f, 20f ), calculation1.ToString() );
GUI.Label( new Rect( 100f, 120f, 500f, 20f ), calculation2.ToString() );
GUI.Label( new Rect( 100f, 140f, 500f, 20f ), calculation3.ToString() );
GUI.Label( new Rect( 100f, 160f, 500f, 20f ), calculation4.ToString() );
GUI.Label( new Rect( 100f, 180f, 500f, 20f ), calculation5.ToString() );
GUI.Label( new Rect( 100f, 200f, 500f, 20f ), calculation6.ToString() );
}
}
存在一个包含StripController
类的StripController.cs文件。类的顶部看起来像这样
public class StripController
{
[DllImport( "TestLib" )]
public static extern void NILLWingEX( ref stripCalcStruc wing,
ref compNILLStruct comp, ref outNILL results, bool simpsons );
因此它具有与另一个文件相同的外部NILLWingEX
定义。EvalNILL()
方法就像这样
public void EvalNILL()
{
NILLWingEX( ref wing, ref comp, ref results, false );
}
在测试脚本文件中,在第一个块中使用StripController
并在本地调用NILLWingEX
可以正常工作。但在第二个块中,我让StripController
从那个文件调用NILLWingEX
,我得到一个EntryPointNotFoundException: NILLWingEX
。所以我可以从测试脚本文件调用外部函数,但不是我的其他文件?这是否与继承MonoBehaviour有关?这是否与测试脚本附加到游戏对象(主摄像机)有关?
任何帮助澄清何时/何地你可以和不可以在Unity中调用库函数将不胜感激。
实际上,我似乎还不够挑剔。测试脚本调用NILLWingEx
, StripController
调用带有大写"X"的NILLWingEX
。我不太确定它是怎么进来的。所以我浪费了一天半的时间在一个错字上…