我坚持这个立场,不知道这是怎么回事,
我在我的项目中启用了ARC。我做的softBody如下
Ball.h
B2Body *body[NUM_SEGMENT];
CCSprite *ball;Ball.mm
ball = [CCSprite spriteWithFile:@"Ball1.2.png"];
ball.tag = 1;
for(int i=0;i<NUM_SEGMENT;i++){
float theta = deltaAngle*i;
float x = radius * cosf(theta);
float y = radius * sinf(theta);
b2Vec2 circlePosition = b2Vec2(x/PTM_RATIO,y/PTM_RATIO);
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = (center + circlePosition);
bodyDef.userData = &ball;
body[i] = world->CreateBody(&bodyDef);
outerBodyFixture[i]=body[i]->CreateFixture(&fixtureDef);
[bodies addObject:[NSValue valueWithPointer:body[i]]];
}我给这些瓷砖做了如下的物理,
Tile.h
CCSprite *tile;Tile.mm
tile = [layer1 tileAt:ccp(i, j)];
tile.tag = 0;
b2BodyDef tileDef;
tileDef.type = b2_staticBody;
tileDef.position.Set((tile.position.x+(tile.contentSize.width/2))/(PTM_RATIO), (tile.position.y + (tile.contentSize.height/2))/PTM_RATIO);
tileDef.userData = &tile;
tileBody = world->CreateBody(&tileDef);现在我试图捕捉碰撞检测,我已经编写了代码,它将打印碰撞物体的标记号。代码如下,
std::vector<MyContact>::iterator pos;
for (pos=_contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {此时出现错误: EXC_BAD_ACCESS
CCSprite *spriteA = (__bridge CCSprite *) bodyA->GetUserData();此时出现错误: EXC_BAD_ACCESS
CCSprite *spriteB = (__bridge CCSprite *) bodyB->GetUserData();
printf("contact :%d \n",spriteB.tag);
}
}不知道这段代码有什么问题,给我一些解决方案
发布于 2013-05-06 08:47:19
您的问题是在userData中存储指向指针的指针,而不是指针本身。
tile已经指向CCSprite实例,&tile指向指向CCSprite实例的指针,从而使您的转换不正确。
因此,将其更改为:
tileDef.userData = tile;https://stackoverflow.com/questions/16394063
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