我有一个Entity类,它包含3个指针:m_rigidBody,m_entity和m_parent.在Entity :: setModel(std :: string model)的某个地方,它正在崩溃.显然,这是由m_entity中的错误数据引起的.奇怪的是,我在构造函数中将其弄糊涂了,从那时起就没有碰过它.我调试了它并在其上放置了一个观察点,并且发现m_entity成员正在std :: string的构造函数中被更改,这是在将const char *转换为用于setModel调用的std :: string时被调用的.我在Mac上运行,如果这有帮助(我想我记得Mac上的std :: string有些问题).关于发生了什么的任何想法?
编辑:这是GEntity的代码:
GEntity::GEntity(GWorld* world, unsigned long int idNum) {
GEntity(world, idNum, btTransform::getIdentity());
}
GEntity::GEntity(GWorld* world, unsigned long int idNum, btTransform trans) : m_id(idNum), m_trans(trans), m_world(world) {
// Init unused properties
m_rigidBody = NULL;
m_entity = NULL; // I'm setting it here
m_parent = NULL;
// Find internal object name
std::ostringstream ss;
ss << "Entity" << idNum << "InWorld" << world;
m_name = ss.str();
// Create a scene node
m_sceneNode = m_world->m_sceneMgr->getRootSceneNode()->createChildSceneNode(m_name+"Node");
// Initialize the SceneNode's transformation
m_sceneNode->setPosition(bv3toOv3(m_trans.getOrigin()));
m_sceneNode->setOrientation(bqToOq(m_trans.getRotation()));
}
void GEntity::setModel(std::string model) {
m_model = model;
// Delete entity on model change
if(m_entity != NULL) { // And by the time this line comes around, it's corrupt
m_world->m_sceneMgr->destroyEntity(m_entity);
m_entity = NULL;
}
// Create new entity with given model
m_entity = m_world->m_sceneMgr->createEntity(m_name+"Ent", model);
// Apply a new rigid body if needed
if(m_rigidBody != NULL) {
initPhysics();
}
}
void GEntity::initPhysics() {
deinitPhysics();
}
void GEntity::deinitPhysics() {
if(m_rigidBody != NULL) {
m_world->m_dynWorld->removeRigidBody(m_rigidBody);
delete m_rigidBody;
m_rigidBody = NULL;
}
}
以下是GEntity的定义:
class GEntity : public btMotionState {
public:
GEntity(GWorld* world, unsigned long int idNum);
GEntity(GWorld* world, unsigned long int idNum, btTransform trans);
void setModel(std::string modelName);
void initPhysics();
void deinitPhysics();
void getWorldTransform(btTransform& worldTrans) const;
void setWorldTransform(const btTransform &trans);
void parent(GEntity* parent);
protected:
unsigned long int m_id;
// Physics representation
btTransform m_trans;
btRigidBody* m_rigidBody;
// Graphics representation
Ogre::SceneNode* m_sceneNode;
Ogre::Entity* m_entity;
// Engine representation
GWorld* m_world;
GEntity* m_parent;
std::string m_name;
std::string m_model; // Used to find physics collision mesh
};
这是调用setModel的代码:
// Setup game world
GWorld* world = new GWorld(win);
GEntity* ent = world->createEntity();
ent->setModel(std::string("Cube.mesh"));
解决方法:
你的问题是这一行是在构造函数体内为不同的GEntity构建一个无名的临时GEntity.一旦语句完成,临时就被丢弃,并且不执行非临时GEntity的进一步初始化.
GEntity(world, idNum, btTransform::getIdentity());
如果要在两个构造函数之间共享一些初始化代码,则应创建一个执行所需操作的成员函数,并从两个构造函数中调用此函数. C(当前)不允许您将初始化从一个构造函数委托给另一个构造函数,或者在同一个对象上调用两个构造函数.
标签:memory-corruption,c,string,macos
来源: https://codeday.me/bug/20190726/1546610.html