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LibGDX Box2D RayCast致命錯誤

[英]LibGDX Box2D RayCast fatal error

我正在進行raycast,但是有一個大問題。 這是錯誤消息。

 # # A fatal error has been detected by the Java Runtime Environment: # # SIGSEGV (0xb) at pc=0x00007f2a67b5345b, pid=19347, tid=139820316944128 # # JRE version: OpenJDK Runtime Environment (7.0_79-b14) (build 1.7.0_79-b14) # Java VM: OpenJDK 64-Bit Server VM (24.79-b02 mixed mode linux-amd64 compressed oops) # Derivative: IcedTea 2.5.5 # Distribution: Custom build (Wed Apr 15 12:39:15 UTC 2015) # Problematic frame: # C [libgdx-box2d64.so+0x3a45b] void b2DynamicTree::RayCast<b2WorldRayCastWrapper>(b2WorldRayCastWrapper*, b2RayCastInput const&) const+0x3ab # # Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again 

您可以在這里查看日志文件http://paste.ubuntu.com/11287130/這是我的回調和splitObj。

private final RayCastCallback callback = new RayCastCallback() {
        @Override
        public float reportRayFixture(Fixture fixture, Vector2 point, Vector2 normal, float fraction) {
            //We can just slice the field and field is ChainShape
        if (fixture.getShape() instanceof ChainShape) {

            Body body = fixture.getBody();
            List<Vector2> pointVec = rayCastMap.get(body);

            if (pointVec == null) {
                pointVec = new ArrayList<Vector2>();
                rayCastMap.put(body, pointVec);
            }

            if (!pointVec.isEmpty() && !pointVec.get(0).equals(point)) {
                pointVec.add(point.cpy());
                splitObj(body, pointVec);
            } else {
                pointVec.add(point.cpy());
            }
        }
        return 1;
    }
};
private void splitObj(Body sliceBody, List<Vector2> splitedPoints) {

        Vector2 a = splitedPoints.get(0);
        Vector2 b = splitedPoints.get(1);

        Array<Vector2> shape1Vertices = new Array<Vector2>();
        shape1Vertices.addAll(a, b);
        Array<Vector2> shape2Vertices = new Array<Vector2>();
        shape2Vertices.addAll(a, b);

        for (Vector2 vec : field.getVertices()) {
            float determinant = det(a, b, vec);
            if (determinant > 0) {
                if (!shape1Vertices.contains(vec, false))
                    shape1Vertices.add(vec);

            } else if (determinant < 0) {
                if (!shape2Vertices.contains(vec, false))
                    shape2Vertices.add(vec);
            }
        }

        GeometryUtils.arrangeClockwise(shape1Vertices);
        GeometryUtils.arrangeClockwise(shape2Vertices);

        FloatArray shape1 = arrayToFloatArray(shape1Vertices);
        FloatArray shape2 = arrayToFloatArray(shape2Vertices);
        FloatArray newShape;

        float shape1Area = calculateArea(shape1);
        float shape2Area = calculateArea(shape2);

        box2dWorld.destroyBody(sliceBody);
        ball.box2dBall.setActive(false);

        float splicedArea;

        if (det(a, b, ball.getPosition()) > 0) {
            splicedArea = shape2Area * 100 / (shape1Area + shape2Area);
            newShape = shape1;
        } else {
            splicedArea = shape1Area * 100 / (shape1Area + shape2Area);
            newShape = shape2;
        }

        field.setIsSliced(true);
        // setting the properties of the two newly created shapes
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.StaticBody;
        bodyDef.position.set(sliceBody.getPosition());
        FixtureDef fixtureDef = new FixtureDef();

        // creating the first shape
        PolygonShape polygonShape = new PolygonShape();
        polygonShape.set(newShape.toArray());
        fixtureDef.shape = polygonShape;

        sliceBody = box2dWorld.createBody(bodyDef);
        sliceBody.createFixture(fixtureDef);
}

我想切片一個對象(ChainShape),並且有一個可以在該鏈形內移動的球。我監聽touchDown,touchDragged和touchUp進行輸入。

touchDown獲取線的第一點,touchDragged獲取線的第二點,touchUp像這樣調用raycast。

box2dWorld.rayCast(callback, p2, p1);

當我打電話時,有時會出現致命錯誤。我怎么了? 我能做什么?

通常,如果在使用SIGSEGV時看到SIGSEGV Java運行時環境錯誤,則與已損壞的身體/關節等的使用有關。

看一下您的代碼,在這里您破壞了一個屍體:

box2dWorld.destroyBody(sliceBody);

然后一些行,您嘗試再次使用已經被破壞的物體(!):

bodyDef.position.set(sliceBody.getPosition());

您不能再使用被破壞的屍體了! 僅在確定不再使用屍體后,才嘗試破壞屍體。

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