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我已经阅读了很多关于这个问题的帖子,但我没有发现任何特别有用的东西。当两个精灵使用接触侦听器相遇时,我正在尝试制作一个weldJoint。我不断收到以下错误:

Apple Mach-O Linker (Id) Error
"_touchingBodies", referenced from:
SubcContactListener::BeginContact(b2Contact*) in SubcContactListener.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)

这是我的联系听众。SubcContactListener.h:

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "Box2D.h"
#import <vector>
typedef std::pair<b2Body*, b2Body*> bodyPair;
typedef std::vector<bodyPair> thingsThatTouched;

extern thingsThatTouched touchingBodies;

class SubcContactListener : public b2ContactListener    {

public:

    void BeginContact(b2Contact* contact);
void EndContact(b2Contact* contact);
};

SubcContactListener.mm:

#import "SubcContactListener.h"
void SubcContactListener:: BeginContact(b2Contact *contact) {

touchingBodies.push_back( std::make_pair(contact->GetFixtureA()->GetBody(), contact->GetFixtureB()->GetBody()) );
}

我补充说:

 thingsThatTouched touchingBodies;

到 HelloWorldLayer.h 接口。

最后,在 HelloWorldLayer.mm 的 tick 方法中(在时间步之后):

b2WeldJointDef weldJointDef;
 b2WeldJoint *weldJoint;

for (int i = 0; i < touchingBodies.size(); i++) {
    b2Body* bodyA = touchingBodies[i].first;
    b2Body* bodyB = touchingBodies[i].second;

    weldJointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter());
    weldJointDef.collideConnected = false;
    weldJoint = (b2WeldJoint*)world->CreateJoint(&weldJointDef);

}
touchingBodies.clear();

请帮忙,我已经有一段时间了。

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1 回答 1

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extern thingsThatTouched touchingBodies;

此类外部变量必须在别处定义为静态 C 变量,而不是实例变量。

考虑到更好的设计,我建议废弃 extern 变量,而是通过 HelloWorldLayer 通过添加 Singleton 接口来访问touchingBodies。

然后您就可以从任何地方访问它:

[HelloWorldLayer sharedWorldLayer].touchingBodies;
于 2012-07-15T22:04:20.443 回答