removeFromParentNode()SceneKit中的EXC_BAD_ACCESS

时间:2016-02-20 22:15:44

标签: scenekit

我在游戏执行过程中随机弹出以下错误:

enter image description here

我正在随机创建一个carNode的多个实例,并且所有这些实例都有从场景中删除节点的操作。大多数情况下这不是问题,但在某些情况下,应用程序会因照片中显示的错误而崩溃。在这些情况下,我似乎可以得到错误:

未初始化对象 对象已经发布 其他不太可能发生的事情

..排除第一个,我更确定我没有提前发布对象..那么它会是什么呢?

这是完整的代码:

func spawnCarAtPosition(position: SCNVector3) {

    // Create a material using the model_texture.tga image
    let carMaterial = SCNMaterial()
    carMaterial.diffuse.contents = UIImage(named: "assets.scnassets/Textures/model_texture.tga")
    carMaterial.locksAmbientWithDiffuse = false

    // Create a clone of the Car node of the carScene - you need a clone because you need to add many cars
    var carNode: SCNNode!
    let randomNumb = AppDelegate().randRange(0, upper: beachCarArray.count -     1)
    let selectedObject = beachCarArray[randomNumb]
    carNode = selectedObject.objectscene.rootNode.childNodeWithName(selectedObject.objectname, recursively: false)!.clone() as SCNNode
    carNode.name = selectedObject.objectname
    carNode.position = position

    // Set the material
    carNode.geometry!.firstMaterial = carMaterial

    // x = length, y = height, z = width
    let xscale = 0.6
    let yscale = 0.8
    let zscale = 0.5
    carNode.scale = SCNVector3(xscale, yscale, zscale)

    // Create a physicsbody for collision detection
    let boundingBox = AppDelegate().sizeOfBoundingBoxFromNode(carNode)
    let carPhysicsBodyShape = SCNPhysicsShape(geometry: SCNBox(width: CGFloat(boundingBox.width * Float(xscale)), height: CGFloat(boundingBox.height * Float(yscale)), length: CGFloat(boundingBox.depth * Float(zscale)), chamferRadius: 0.0), options: nil)

    carNode.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Kinematic, shape: carPhysicsBodyShape)
    carNode.physicsBody!.categoryBitMask = PhysicsCategory.Car
    carNode.physicsBody!.collisionBitMask = PhysicsCategory.Player
    carNode.physicsBody?.contactTestBitMask = PhysicsCategory.Player

    // Move the car
    let moveDirection: Float = position.x > 0.0 ? -1.0 : 1.0
    let moveDistance = levelData.gameLevelWidth()
    let moveAction = SCNAction.moveBy(SCNVector3(x: moveDistance * moveDirection, y: 0.0, z: 0.0), duration: Double(AppDelegate().randomBetweenNumbers(6.0, secondNum: 7.0)))
    let removeAction = SCNAction.runBlock { node -> Void in
        node.removeFromParentNode()
    }
    carNode.runAction(SCNAction.sequence([moveAction, removeAction]))

    // Rotate the car to move it in the right direction
    if moveDirection > 0.0 {
        carNode.rotation = SCNVector4(x: 0.0, y: 1.0, z: 0.0, w: 3.1415)
    }

    // add node to screen
    rootNode.addChildNode(carNode)
}

编辑:

在崩溃前打印对象:

<SCNNode: 0x1374e5ba0 'BeachCar_2' pos(1.500000 0.035000 -4.800000) rot(0.000000 1.000000 0.000000 3.141500) scale(0.600000 0.800000 0.500000) | geometry=<SCNGeometry: 0x135fe80c0 'BeachCar_2'> | no child>

使用SCNAnimation删除操作: enter image description here

编辑2:

func createSpawnNode(gridPosition: SCNVector3, row: Int, parentNode: SCNNode)  {

        // Determine if the car should start from the left of the right
        let startCol = row % 2 == 0 ? 0 : data.columnCount() - 1
        let moveDirection : Float = row % 2 == 0 ? 1.0 : -1.0

        // Determine the position of the node
        var position = coordinatesForGridPosition(column: startCol, row: row)
        position = SCNVector3(x: position.x, y: GameVariables.gamePlaneHeight / 2, z: position.z)

        // Create node
        let spawnNode = SCNNode()
        spawnNode.position = position

        var spawnAction: SCNAction!
        var delayAction: SCNAction!

        // Create an action to make the node spawn cars
        spawnAction = SCNAction.runBlock({ node in
            self.spawnDelegate!.spawnCarAtPosition(node.position)
        })

        delayAction = SCNAction.waitForDuration(3.0, withRange: 2.0)
        spawnNode.runAction(SCNAction.repeatActionForever(SCNAction.sequence([spawnAction, delayAction])))

        parentNode.addChildNode(spawnNode)

        // record newly created node
        recordNodeAtRow(spawnNode, row: row)
    }

parentNode是场景的rootNode。

1 个答案:

答案 0 :(得分:1)

推测......也许内部的某个内容持有carNode的引用,持续超过removeFromParentNode()来电?看起来有一个保留周期:carNode包含对removeAction的强引用,其结尾包含一个(强?)引用回carNode

我认为removeFromParentNode SCNAction的存在是一个非常大的暗示。如果不需要它就不会存在。而不是基于闭包的调用,请尝试

let removeAction = SCNAction.removeFromParentNode()
carNode.runAction(SCNAction.sequence([moveAction, removeAction]))

并且只是为了确保:你从主线程调用spawnCarAtPosition(),而不是后台线程,对吗?

编辑后编辑2: 由于您重复使用createSpawnNode()(两个position定义如何而不是一个let?)({2} varvar有点令人困惑。 } defs会像let,顺便说一句那样直截了当。我没有看到任何我认为会导致崩溃的事情。

我没有复制源Car的objectName,而是给每个节点一个唯一的名称(可能是NSDate().description),看看你是否可以检测到一个模式。

我还尝试将产生移出SCNAction,并进入渲染回调(可能是renderer(_:updateAtTime:),以防你发现内部SceneKit错误。你在内部调用一个SCNAction另外。文档没有说明是否允许这样做,但是由于你看到了不稳定的行为,所以简化出来似乎是一件好事。

我假设你已经尝试过打开僵尸并设置异常断点的标准技巧。