c++Box2D在矢量中移动和渲染动态实体

c++ Box2D moving and rendering Dynamic bodies in a vector

本文关键字:动态 实体 移动 c++Box2D      更新时间:2023-10-16

我创建了一个游戏,它使用颜色编码的图像来创建不同的身体/固定装置。例如,如果像素是绿色的,它将被存储在一个数组中,作为7,然后程序将创建一个称为敌人的物体。如果有10个绿色像素,将创建10个敌人:

else if (array[w][h]==7)
{
b2BodyDef Enemy_BodyDef;
Enemy_BodyDef.type = b2_kinematicBody;
Enemy_BodyDef.position.Set(x,y);
m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);
m_enemyBody->SetAngularVelocity(0.0);
m_enemyBody->SetAngularDamping(0.3f);
m_enemyBody->SetLinearDamping(5.0f);
m_enemyBody->SetFixedRotation(true);
b2PolygonShape Enemy_dynamicBox;
Enemy_dynamicBox.SetAsBox(2.5f, 2.5f);
b2FixtureDef Enemy_fixtureDef;
Enemy_fixtureDef.shape = &Enemy_dynamicBox;
Enemy_fixtureDef.density = 1.0f;
Enemy_fixtureDef.friction = 0.1f;
Enemy_fixtureDef.restitution=.0f;
m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);
enemyBody a;
m_enemybodies.push_back(a);
}

渲染内:

ngl::ShaderLib *shader9=ngl::ShaderLib::instance();
(*shader9)["nglDiffuseShader"]->use();
for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);
m_transform.reset();
{
shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
loadMatricesToShader();
prim->draw("cube");
}
}

b2Fixture被放置在正确的位置,但只有最后一个被渲染。这也是真的,因为当我试图设置它们的线速度时,只有阵列中的最后一个被移动和渲染。

利用它们在向量中的事实,我如何迭代并使它们渲染和移动?

编辑:

enemyBody a;
m_enemybodies.push_back(a);

这是指我为放置和呈现实体创建的结构:

typedef struct
{
ngl::Vec2 m_enemy_position;
ngl::Vec2 m_enemy_dimention;
}enemyBody;

我看到有两件事可能会导致问题。首先,也是最重要的一点,是明显使用指向本地/临时变量的指针:

b2BodyDef Enemy_BodyDef;
...
m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);
b2PolygonShape Enemy_dynamicBox;
...
Enemy_fixtureDef.shape = &Enemy_dynamicBox;
b2FixtureDef Enemy_fixtureDef;
...
m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);

离开此函数/方法后,这些局部变量不再存在,指向它们的任何指针都无效。此时尝试访问指向这些局部变量的指针将导致未定义的行为。如果你真的需要创建多个相互引用的对象,你需要使用动态内存:

b2PolygonShape* pEnemy_dynamicBox = new b2PolygonShape;
Enemy_fixtureDef.shape = Enemy_dynamicBox;

尽管您需要记住删除已分配的内存。一个更惯用的C++解决方案将使用std::shared_ptr<>

另一个问题可能是最后两行:

enemyBody a;
m_enemybodies.push_back(a);

这似乎只是将一个新的、未初始化/设置的敌人身体推到了向量上。您刚刚在前几行中设置的m_enemyBody发生了什么?你是不是想做这样的事:

m_enemybodies.push_back(*m_enemyBody);

相反?

更新

仔细观察渲染循环,很明显为什么只显示一个身体。此代码:

m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);

只需将向量中的每个实体设置为相同的精确坐标和维度。这一点,再加上你把一个空的enemyBody推到向量中的困惑,就是你出现问题的原因。

要修复它,请更改创建函数中的一行(不包括使用临时变量指针的修复):

m_enemybodies.push_back(*m_enemyBody);

在渲染循环中,只需执行以下操作:

for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
m_transform.reset();
shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
loadMatricesToShader();
prim->draw("cube");
}

请注意,如果您使用的是与C++11兼容的编译器,则此循环可以更简单地表示为:

for (auto & body: m_enemybodies) {
...
m_transform.setScale(body.m_enemy_dimention.m_x, body.m_enemy_dimention.m_y, 0.1);
m_transform.setPosition(body.m_enemy_position.m_x, body.m_enemy_position.m_y, 0.0);
...
}