我正在创建 box2d 多边形,我想在将夹具连接到身体的方法之外创建夹具,但是当我这样做时,我会遇到访问冲突。
我已经逐步完成了代码,box2d 肯定正在获取夹具对象。
当我将夹具连接到方法内的主体时,它工作正常。当我尝试调用方法时,它会引发访问冲突错误
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;
}
当我在这里附加夹具时调用方法失败
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
新片段
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;