次のコード行があります。
boneHierarchy = BoneHierarchy(Point3D(24.5f,
84.0f + HumanBoundingBox::HEIGHT/2.0f ,24.5f
),
CompassRadians(0.0f),
renderingEngine
);
BoneHierarchy には、プライベート メンバーとしていくつかのベクトルがあります。ベクターのアドレスを取得し、レンダリング クラスに渡します。しかし、ベクトルのサイズメンバー関数を呼び出すと、ガベージが発生します。その中の要素ではなく、ベクトルのアドレスを取得しています。
BoneHierarchy::BoneHierarchy(Point3D const& position,
CompassRadians const& heading,
Renderer* renderingEngine) : counter(0), renderingEngine(renderingEngine)
{
CoordinateSystem bodyCoordSys = CoordinateSystem(
Vector3D(0.0f,1.0f,0.0f),
Vector3D(0.0f,0.0f,1.0f));
map<Normal3D::enumeration, TextureCoordinates> cubeTextureKind;
Normal3D::enumeration normal;
for (normal = Normal3D::begin(); normal != Normal3D::end(); ++normal)
{
cubeTextureKind[normal] = TextureAtlas::textureAtlasCoordLookup(WOOD);
}
Bone body = Bone(
Vector3D(0.0f, HumanBoundingBox::HEIGHT/2.0f,0.0f),
HumanBoundingBox::DIM,
Euler3D(0.0f,0.0f,0.0f),
cubeTextureKind,
bodyCoordSys);
//TODO there are two positions for the human, one here and one in mesh vbo, unify these into one.
body.setPosition(Vector3D(position.getX(),position.getY(),position.getZ()));
body.setEuler(Euler3D((float) (Math::toDegrees(heading.getValue())),0.0f,0.0f));
drawBone(body,UPDATE_ALL);
root = body;
map<string,Renderer::Buffer> vboVariableMap;
vboVariableMap["aVertexPosition"] = Renderer::Buffer(verticesBuf);
vboVariableMap["aTextureCoord"] = Renderer::Buffer(texCoordsBuf);
vboVariableMap["index"] = Renderer::Buffer(indicesBuf);
cout << "aBoneIndex " << boneIndexBuf.size() << endl;
vboVariableMap["aBoneIndex"] = Renderer::Buffer(boneIndexBuf);
vboVariableMap["uBoneMatrix0"] = Renderer::Buffer(transformMatrixBuf);
GLuint textureID = 0;
Renderer::VBODescription vboDescription = Renderer::VBODescription("boneShader",
vboVariableMap,
GL_DYNAMIC_DRAW,
indicesBuf.size(),
textureID);
bufferID = renderingEngine->registerBuffer(vboDescription);
cout << "bufferID " << bufferID << endl;
renderingEngine->printBoneIndexSize();
cout << &(getBoneIndexBuf()) << endl;
}
Renderer::Buffer::Buffer(vector<GLfloat> const& data):
floatData(&data), ushortData(NULL), target(GL_ARRAY_BUFFER)
{
printf("pointer: %p, size: %lu\n", floatData, floatData->size());
}
Renderer::Buffer::Buffer(vector<GLushort> const& data):
floatData(NULL), ushortData(&data), target(GL_ELEMENT_ARRAY_BUFFER)
{
}