Box2d使用b2fixture方法的C ++ AccessViolation

时间:2012-08-30 10:45:44

标签: c++ box2d access-violation

我正在创建box2d多边形,我想在方法之外创建夹具,将夹具连接到主体,但是当我这样做时,我得到了访问冲突。

我已经完成了代码,而box2d肯定是获得了夹具对象。

当我将灯具连接到方法内部的主体时,它工作正常。当我尝试调用方法时,它会抛出访问冲突错误

    b2FixtureDef* LineSegment::GenerateFixture(b2Vec2 vertices[4],b2Body* body,b2World* world){
    b2BodyDef bodyDef;
    //bodyDef.type = b2_kinematicBody;
    bodyDef.position.Set(_currentStepStartPosition.x,_currentStepStartPosition.y);
    body =world->CreateBody(&bodyDef);
    int32 count = 4;
    b2PolygonShape polygon;
    polygon.Set(vertices, count);
    b2FixtureDef fixtureDef2;
    fixtureDef2.shape = &polygon;
    fixtureDef2.density = 1.0f;
    fixtureDef2.friction = 0.3f;
    body->CreateFixture(&fixtureDef2);/// works if i attatch the fixture here here
    return &fixtureDef2;
}

我在这里附加灯具时失败的调用方法

    bool LineSegment::GenerateNextBody(b2Body* retBody){
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position.Set(_currentStepStartPosition.x,_currentStepStartPosition.y);
    retBody =world->CreateBody(&bodyDef);
    _currentStep++;
    b2Vec2 vertices[4];
    if(_inclinePerStep != 0){
    GetVertsInclineSquare(vertices,_stepWidth,_thickness,_inclinePerStep);
    }else{
        GetVertsSquare(vertices,_stepWidth,_thickness);
    }
    if(_currentStep == 1){
        _GameWorldVerticies[0] =b2Vec2((_currentStepStartPosition.x+vertices[0].x)*PTM_RATIO,(_currentStepStartPosition.y+vertices[0].y)*PTM_RATIO);
        _GameWorldVerticies[3] =b2Vec2((_currentStepStartPosition.x+vertices[3].x)*PTM_RATIO,(_currentStepStartPosition.y+vertices[3].y)*PTM_RATIO);

    }
    b2FixtureDef* fixture = GenerateFixture(vertices,retBody,world);

    //retBody->CreateFixture(fixture); throws a access violation if i attatch the fixture here
    _currentStepStartPosition.x += vertices[2].x+(vertices[2].x);
    _currentStepStartPosition.y +=(_inclinePerStep/2);
    if(_steps <= _currentStep){
        _GameWorldVerticies[1] =b2Vec2((_currentStepStartPosition.x+vertices[1].x)*PTM_RATIO,(_currentStepStartPosition.y+vertices[1].y)*PTM_RATIO);
        _GameWorldVerticies[2] =b2Vec2((_currentStepStartPosition.x+vertices[2].x)*PTM_RATIO,(_currentStepStartPosition.y+vertices[2].y)*PTM_RATIO);
        return false;
    }
    return true;
}

更新

新代码段

        b2FixtureDef* fixtureDef2 = new b2FixtureDef();
    fixtureDef2->shape = &polygon;
    fixtureDef2->density = 1.0f;
    fixtureDef2->friction = 0.3f;
    //body->CreateFixture(&fixtureDef2);/// works if i attatch the fixture here here
    return fixtureDef2;

1 个答案:

答案 0 :(得分:2)

问题是你在GenerateFixture中返回一个指向局部变量的指针,这是未定义的行为。变量fixtureDef2在堆栈上,当函数返回时,堆栈的区域不再有效。当您延迟调用CreateFixture函数时,指针现在将指向 函数的堆栈区域。

要解决此问题,您可以在堆上创建它,例如new