我的C#程序中有StackOverflowException
。
Cmodel.cs
public class CModel
{
public Vector3 Position { get; set; }
public Vector3 Rotation { get; set; }
public Vector3 Scale { get; set; }
public Model Model { get; private set; }
public BoundingSphere BoundingSphere
{
get
{
// no need for rotation, as this is a sphere
Matrix worldTransform = Matrix.CreateScale(Scale) *
Matrix.CreateTranslation(Position); // THIS IS WHERE THE EXCEPTION OCCURS
BoundingSphere transformed = BoundingSphere;
transformed = transformed.Transform(worldTransform);
return transformed;
}
}
private Matrix[] modelTransforms;
private GraphicsDevice graphicsDevice;
private BoundingSphere boundingsphere;
public CModel(Model Model, Vector3 Position, Vector3 Rotation,
Vector3 Scale, GraphicsDevice graphicsDevice)
{
this.Model = Model;
modelTransforms = new Matrix[Model.Bones.Count];
Model.CopyAbsoluteBoneTransformsTo(modelTransforms);
buildBoundingSphere();
}
public void Draw(Matrix View, Matrix Projection)
{
// Calculate the base transformation by combining
// translation, rotation, and scaling
Matrix baseWorld = Matrix.CreateScale(Scale)
* Matrix.CreateFromYawPitchRoll(
Rotation.Y, Rotation.X, Rotation.Z)
* Matrix.CreateTranslation(Position);
foreach (ModelMesh mesh in Model.Meshes)
{
Matrix localWorld = modelTransforms[mesh.ParentBone.Index]
* baseWorld;
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
BasicEffect effect = (BasicEffect)meshPart.Effect;
effect.World = localWorld;
effect.View = View;
effect.Projection = Projection;
effect.EnableDefaultLighting();
}
mesh.Draw();
}
}
private void buildBoundingSphere()
{
BoundingSphere sphere = new BoundingSphere(Vector3.Zero, 0);
// Merge all the model's built in bounding spheres
foreach (ModelMesh mesh in Model.Meshes)
{
BoundingSphere transformed = mesh.BoundingSphere.Transform(
modelTransforms[mesh.ParentBone.Index]);
sphere = BoundingSphere.CreateMerged(sphere, transformed);
}
this.boundingsphere = sphere;
}
}
}
答案 0 :(得分:5)
你的getter中有一个递归调用,它会调用自身并导致StackOverflowException
:
public BoundingSphere BoundingSphere
{
get
{
...
BoundingSphere transformed = BoundingSphere;
...
}
}
你想要写什么并不完全清楚 - 但是如果你想保留任何状态,你需要一个支持字段来存储边界球。
答案 1 :(得分:2)
您的get方法会自行调用:BoundingSphere
调用BoundingSphere
。
private BoundingSphere _boundingsphere = null;
public BoundingSphere BoundingSphere
{
get
{
// no need for rotation, as this is a sphere
**Matrix worldTransform = Matrix.CreateScale(Scale)
* Matrix.CreateTranslation(Position);**
BoundingSphere transformed = _boundingsphere;
transformed = transformed.Transform(worldTransform);
return transformed;
}
set
{
_boundingsphere = value;
}
}
使用以下表格时:
public BoundingSphere BoundingSphere { get; set }
您不需要指定变量来存储实际值,但是当您明确实现get或set时,您应该声明其他变量并在get,set implementation中使用它。
答案 2 :(得分:0)
我认为你需要改变
get
{
...
BoundingSphere transformed = BoundingSphere; // public property
...
}
到这个
get
{
...
BoundingSphere transformed = boundingsphere; // private variable
...
}
答案 3 :(得分:-1)