我使用Assimp做骨架动画。因此,我总是需要它加载的数据。但是由于某种原因,该数据变得不可访问并导致分段错误。下面是问题代码:

static Mesh processMesh(const aiMesh *aimesh, const aiScene *scene) {
    Mesh mesh;
    mesh.ai_scene = scene;
    std::cout << mesh.ai_scene->mRootNode->mName.data; // OK

    ...
}

但是,如果在网格物体内部进行操作,则会导致错误。例如:
void boneTransform(float TimeInSeconds) {
    glm::mat4 identity = glm::mat4();
    std::cout << ai_scene->mRootNode->mName.data; // SEG FAULT
    ...
}

编辑:ai_scene在Mesh结构中:
private:
const aiScene *ai_scene = nullptr;

场景本身是在“模型”结构中创建的,如下所示:
void init(const std::string &path, const GLuint params) {
    // Create an instance of the Importer class
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(path, params);

    // If the import failed, report it
    if (!scene) {
        std::cout << importer.GetErrorString() << "\n";
        return;
    }

    processNode(scene->mRootNode, scene);
}
processNode代码:
void processNode(const aiNode *node, const aiScene *scene) {
    for (size_t i = 0; i < node->mNumMeshes; i++) {
        aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
        meshes.push_back(Mesh::processMesh(mesh, scene));
    }

    for(size_t i = 0; i < node->mNumChildren; i++) {
        processNode(node->mChildren[i], scene);
    }
}

这是什么问题以及如何解决呢?

最佳答案

通过扩展Assimp::Importer importer的范围解决了问题:

// Create an instance of the Importer class
Assimp::Importer importer;
void init(const std::string &path, const GLuint params) {
    const aiScene *scene = importer.ReadFile(path, params);
    ...
}

关于c++ - 复制指针到aiScene,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/55405904/

10-10 19:28