我用推球写了一个简单的测试Android应用程序。 当我在设备上推出超过20-30个球时,应用程序崩溃时出现错误
03-31 17:07:08.414 6778-6778/com.example.balls A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x58 in tid 6778 (bm.examle.balls)
在模拟器上,此错误发生在5-10个球上。
我开始用LibGDX学习Box2D物理。 我读到Box2D允许处理数千个物体。
所以,我认为我在使用Box2D时并不明白。请有人给我一些或建议,或者有很多互动机构的程序示例吗?
libgdx核心项目的代码:
public class BallGame extends ApplicationAdapter {
BallParameters ballParameters;
volatile boolean stopWorld = false;
//parameters from Android Application
public BallGame(BallParameters ballParameters){
this.ballParameters = ballParameters;
}
World world;
Box2DDebugRenderer debugRenderer;
OrthographicCamera camera;
//factor to adjust the size
private final float n = 0.05f;
@Override
public void create () {
//create camera
camera = new OrthographicCamera(Gdx.graphics.getWidth()*n, Gdx.graphics.getHeight()*n);
camera.position.set(new Vector3(Gdx.graphics.getWidth()/2f*n, Gdx.graphics.getHeight()/2f*n, 10f));
camera.near = 1f;
camera.far = 20f;
camera.update();
//create world
world = new World(new Vector2(0, -50), true);
debugRenderer = new Box2DDebugRenderer();
//It creates borders around the edges of the screen
createGround();
createLeftWall();
createRightWall();
createCelling();
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
debugRenderer.render(world, camera.combined);
doPhysicsStep(Gdx.graphics.getDeltaTime());
}
//physics step, (from libgdx documentation https://github.com/libgdx/libgdx/wiki/Box2d#stepping-the-simulation)
private float accumulator = 0;
private float TIME_STEP = 1/60f;
private void doPhysicsStep(float deltaTime) {
if(stopWorld) return;
float frameTime = Math.min(deltaTime, 0.25f);
accumulator += frameTime;
while (accumulator >= TIME_STEP) {
world.step(TIME_STEP, 6, 2);
accumulator -= TIME_STEP;
}
}
//creates a ball and applies linear impulse with parameters from android application
//blocks stepping the world during creating ball
//calls from android application
public void pushBall(){
stopWorld = true;
Body ball = createBall(40*n, 40*n);
int velocity = ballParameters.getVelocity();
int angleDeg = ballParameters.getAngle();
int vx = (int) (velocity*Math.cos(Math.toRadians(angleDeg)));
int vy = (int) (velocity*Math.sin(Math.toRadians(angleDeg)));
ball.applyLinearImpulse(vx, vy, ball.getPosition().x, ball.getPosition().y, true);
stopWorld = false;
}
//creates a ball in a fixed place
private Body createBall(float x, float y){
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(x, y);
Body body = world.createBody(bodyDef);
CircleShape circle = new CircleShape();
circle.setRadius(50*n);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = 0f;
fixtureDef.friction = 0f;
fixtureDef.restitution = 1f;
body.createFixture(fixtureDef);
circle.dispose();
return body;
}
我希望你能帮助我!
答案 0 :(得分:0)
好像你有记忆问题。当推球时你应该先看看pushBall方法进行调查。我怀疑volatile boolean stopWorld
。
不知道你在哪里调用pushBall方法但是,你应该在设置为true之前检查 stopWorld ,如果你想确保 stopWorld 在修改之前不会被修改block由另一个pushBall调用处理:
public void pushBall() {
if(stopWorld) {
return;
}
stopWorld = true;
Body ball = createBall(40*n, 40*n);
int velocity = ballParameters.getVelocity();
int angleDeg = ballParameters.getAngle();
int vx = (int) (velocity*Math.cos(Math.toRadians(angleDeg)));
int vy = (int) (velocity*Math.sin(Math.toRadians(angleDeg)));
ball.applyLinearImpulse(vx, vy, ball.getPosition().x, ball.getPosition().y, true);
stopWorld = false;
}
如果这对问题没有帮助,请尝试从stopWorld字段定义中删除volatile。
volatile boolean stopWorld
至boolean stopWorld