1 c++
我试图调用一个对象内的函数时出现分段错误,该对象是"形状"指针向量的一部分
我的问题在于这个功能::
Point findIntersection(Point p, Point vecDir, int *status)
{
Point noPt;
for (int i = 0; i < shapes.size(); i++)
{
Point temp;
cout << "Shapes size" << shapes.size() << endl;
**SEGMENTATIONFAULT HERE >>>>>** bool intersect = shapes[0]->checkIntersect(p, vecDir, &temp);
if (intersect)
{
*status = 1; // Code 1 for intersecting the actual shape
return temp;
}
}
return noPt;
}
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最初,我只添加一个形状:
void createScene()
{
image = QImage(width, height, 32); // 32 Bit
Sphere s(Point(0.0,0.0,-50.0), 40.0);
shapes.push_back(&s);
cout << shapes.size() <<endl;
}
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所以我有一个全局的"形状"向量.矢量形状;
我有一个班级形状
#include "Point.h"
#ifndef SHAPE_H
#define SHAPE_H
using namespace std;
class Shape
{
public:
Shape() {}
~Shape(){}
virtual bool checkIntersect(Point p, Point d, Point *temp) {}; // If intersects, return true else false.
virtual void printstuff() {};
};
#endif
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还有一个Sphere类
#include "shape.h"
#include <math.h>
#include <algorithm>
using std::cout;
using std:: endl;
using std::min;
class Sphere : public Shape
{
public:
Point centerPt;
double radius;
Sphere(Point center, double rad)
{
centerPt = center;
radius = rad;
}
bool checkIntersect(Point p, Point vecDir, Point *temp)
{
cout << "Hi" << endl;
/*
Point _D = p - centerPt;
double a = Point :: dot(vecDir, vecDir);
double b = 2 * ( Point :: dot(vecDir, _D) );
double c = (Point :: dot(_D,_D)) - (radius * radius);
// Quadratic Equation
double tempNum = b * b - 4 * a * c;
if (tempNum < 0)
{
return false;
} else
{
double t1 = ( -b + sqrt(tempNum) ) / (2 * a);
double t2 = ( -b - sqrt(tempNum) ) / (2 * a);
double t;
if (t1 < 0 && t2 > 0) { t = t2; }
else if (t2 < 0 && t1 > 0) { t = t1; }
else if ( t1 < 0 && t2 < 0 ) { return false; }
else
{
t = min(t1, t2);
}
Point p1 = p + (vecDir * t);
if (p1.z > 0) // Above our camera
{
return false;
} else
{
temp = &p1;
return true;
}
}
*/
return false;
}
};
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问题出在这里:
Sphere s(Point(0.0,0.0,-50.0), 40.0);
shapes.push_back(&s);
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此时,您已在s堆栈上本地创建了Sphere ,并且已将其地址推送到向量中.当您离开作用域时,将释放本地对象,因此您存储在向量中的地址现在指向您不再拥有的内存,并且其内容未定义.
相反,做
Sphere *s = new Sphere(Point(0.0,0.0,-50.0), 40.0);
shapes.push_back(s);
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从堆中分配Sphere以使其保持不变.完成后一定要确保delete它.