我有这行代码:
boneHierarchy = BoneHierarchy(Point3D(24.5f,
84.0f + HumanBoundingBox::HEIGHT/2.0f ,24.5f
),
CompassRadians(0.0f),
renderingEngine
);
BoneHierarchy将一些向量作为私有成员。我获取向量的地址并将它们传递给渲染类。但是当我调用向量的size成员函数时,我正在变垃圾。我正在考虑向量的地址而不是其中的元素。
BoneHierarchy::BoneHierarchy(Point3D const& position,
CompassRadians const& heading,
Renderer* renderingEngine) : counter(0), renderingEngine(renderingEngine)
{
CoordinateSystem bodyCoordSys = CoordinateSystem(
Vector3D(0.0f,1.0f,0.0f),
Vector3D(0.0f,0.0f,1.0f));
map<Normal3D::enumeration, TextureCoordinates> cubeTextureKind;
Normal3D::enumeration normal;
for (normal = Normal3D::begin(); normal != Normal3D::end(); ++normal)
{
cubeTextureKind[normal] = TextureAtlas::textureAtlasCoordLookup(WOOD);
}
Bone body = Bone(
Vector3D(0.0f, HumanBoundingBox::HEIGHT/2.0f,0.0f),
HumanBoundingBox::DIM,
Euler3D(0.0f,0.0f,0.0f),
cubeTextureKind,
bodyCoordSys);
//TODO there are two positions for the human, one here and one in mesh vbo, unify these into one.
body.setPosition(Vector3D(position.getX(),position.getY(),position.getZ()));
body.setEuler(Euler3D((float) (Math::toDegrees(heading.getValue())),0.0f,0.0f));
drawBone(body,UPDATE_ALL);
root = body;
map<string,Renderer::Buffer> vboVariableMap;
vboVariableMap["aVertexPosition"] = Renderer::Buffer(verticesBuf);
vboVariableMap["aTextureCoord"] = Renderer::Buffer(texCoordsBuf);
vboVariableMap["index"] = Renderer::Buffer(indicesBuf);
cout << "aBoneIndex " << boneIndexBuf.size() << endl;
vboVariableMap["aBoneIndex"] = Renderer::Buffer(boneIndexBuf);
vboVariableMap["uBoneMatrix0"] = Renderer::Buffer(transformMatrixBuf);
GLuint textureID = 0;
Renderer::VBODescription vboDescription = Renderer::VBODescription("boneShader",
vboVariableMap,
GL_DYNAMIC_DRAW,
indicesBuf.size(),
textureID);
bufferID = renderingEngine->registerBuffer(vboDescription);
cout << "bufferID " << bufferID << endl;
renderingEngine->printBoneIndexSize();
cout << &(getBoneIndexBuf()) << endl;
}
Renderer::Buffer::Buffer(vector<GLfloat> const& data):
floatData(&data), ushortData(NULL), target(GL_ARRAY_BUFFER)
{
printf("pointer: %p, size: %lu\n", floatData, floatData->size());
}
Renderer::Buffer::Buffer(vector<GLushort> const& data):
floatData(NULL), ushortData(&data), target(GL_ELEMENT_ARRAY_BUFFER)
{
}
答案 0 :(得分:2)
如果接受BoneHierarchy
和Point3D
的{{1}}构造函数计算其自己的向量成员的地址,那很好。他们的地址不会改变。
该代码还显示了赋值语句。右侧临时CompassRadians
的向量成员的地址将与左侧BoneHierarchy
中存储的BoneHierarchy
对象的地址不同。确保您没有复制赋值运算符中的地址,否则boneHierarchy
对象将最终引用不再存在的临时对象的向量成员。您还需要检查复制构造函数。
答案 1 :(得分:0)
他们的地址不会改变。此外,如果您不在初始化列表中,则其内容在整个构建过程中都应该有效。
答案 2 :(得分:0)
此处提供的代码不足。 假设您只想创建一个实例, 请改用这行代码:
BoneHierarchy boneHierarchy(Point3D(24.5f, 84.0f + HumanBoundingBox::HEIGHT/2.0f ,24.5f),
CompassRadians(0.0f), renderingEngine);
这将在本地堆栈中创建一个实例。正如rob指出的那样,你必须调用BoneHierarchy的赋值运算符。