c ++ Box2D在向量

时间:2015-04-28 11:32:46

标签: c++ vector box2d fixture

我创造了一个游戏,它使用彩色编码图像来创建不同的身体/装置。因此,例如,如果像素是绿色,它将作为7存储到数组中,然后程序将创建一个称为敌人的主体。如果有10个绿色像素,则会创建10个敌人:

            else if (array[w][h]==7)
            {
                b2BodyDef Enemy_BodyDef;
                Enemy_BodyDef.type = b2_kinematicBody;
                Enemy_BodyDef.position.Set(x,y);
                m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);
                m_enemyBody->SetAngularVelocity(0.0);
                m_enemyBody->SetAngularDamping(0.3f);
                m_enemyBody->SetLinearDamping(5.0f);
                m_enemyBody->SetFixedRotation(true);
                b2PolygonShape Enemy_dynamicBox;
                Enemy_dynamicBox.SetAsBox(2.5f, 2.5f);
                b2FixtureDef Enemy_fixtureDef;
                Enemy_fixtureDef.shape = &Enemy_dynamicBox;
                Enemy_fixtureDef.density = 1.0f;
                Enemy_fixtureDef.friction = 0.1f;
                Enemy_fixtureDef.restitution=.0f;
                m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);
                enemyBody a;
                m_enemybodies.push_back(a);

            }

在渲染中:

       ngl::ShaderLib *shader9=ngl::ShaderLib::instance();
(*shader9)["nglDiffuseShader"]->use();

for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
    m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
    m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
    m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);

    m_transform.reset();
    {
        shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
        m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
        m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
        loadMatricesToShader();
        prim->draw("cube");
    }
}

b2Fixtures被放置在正确的位置,但只有最后一个被渲染。这也适用于我尝试设置它们的线速度时,只移动和渲染数组中的最后一个。

使用它们在Vector中的事实,我如何迭代并让它们渲染和移动?

编辑:

    enemyBody a;
    m_enemybodies.push_back(a);

这是指我为放置和渲染实体而创建的结构:

        typedef struct
{
    ngl::Vec2 m_enemy_position;
    ngl::Vec2 m_enemy_dimention;
 }enemyBody;

1 个答案:

答案 0 :(得分:1)

我看到有两件事可能会引起问题。首先,最重要的是,明显使用指向本地/临时变量的指针:

b2BodyDef Enemy_BodyDef;
...
m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);

b2PolygonShape Enemy_dynamicBox;
...
Enemy_fixtureDef.shape = &Enemy_dynamicBox;

b2FixtureDef Enemy_fixtureDef;
...
m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);

离开此函数/方法后,这些局部变量不再存在,并且任何指向它们的指针都无效。此时尝试访问指向这些局部变量的指针将导致未定义的行为。如果你真的需要创建多个对象引用的对象,你需要使用动态内存:

b2PolygonShape* pEnemy_dynamicBox = new b2PolygonShape;
Enemy_fixtureDef.shape = Enemy_dynamicBox;

虽然您需要记住删除已分配的内存。更惯用的C ++解决方案将使用std::shared_ptr<>

另一个问题可能是最后两行:

enemyBody a;
m_enemybodies.push_back(a);

这似乎只是将一个新的,未初始化/设置的敌人身体推向了矢量。您刚刚在前一行中设置的m_enemyBody发生了什么变化?你的意思是做什么:

m_enemybodies.push_back(*m_enemyBody);

代替?

<强>更新

仔细观察渲染循环,很明显为什么你只能显示一个身体。这段代码:

m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);

只需将矢量中的每个实体设置为相同的坐标和尺寸即可。这一点,以及将空enemyBody推入向量的困惑,是导致问题的原因。

要修复它,请在创建函数中更改一行(不包括使用临时变量指针的修复):

 m_enemybodies.push_back(*m_enemyBody);

并且在渲染循环中只需执行:

for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
    m_transform.reset();
    shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
    m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
    m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
    loadMatricesToShader();
    prim->draw("cube");
}

请注意,如果您使用的是兼容C ++ 11的编译器,则此循环可以更简单地表达为:

for (auto & body: m_enemybodies) {
    ...
    m_transform.setScale(body.m_enemy_dimention.m_x, body.m_enemy_dimention.m_y, 0.1);
    m_transform.setPosition(body.m_enemy_position.m_x, body.m_enemy_position.m_y, 0.0);
    ...
}