I have an Entity class, which contains 3 pointers: m_rigidBody, m_entity, and m_parent. Somewhere in Entity::setModel(std::string model), it's crashing. Apparently, this is caused by bad data in m_entity. The weird thing is that I nulled it in the constructor and haven't touched it since then. I debugged it and put a watchpoint on it, and it comes up that the m_entity member is being changed in the constructor for std::string that's being called while converting a const char* into an std::string for the setModel call. I'm running on a Mac, if that helps (I think I remember some problem with std::string on the Mac). Any ideas about what's going on?
EDIT: Here's the code for GEntity:
GEntity::GEntity(GWorld* world, unsigned long int idNum) {
GEntity(world, idNum, btTransform::getIdentity());
}
GEntity::GEntity(GWorld* world, unsigned long int idNum, btTransform trans) : m_id(idNum), m_trans(trans), m_world(world) {
// Init unused properties
m_rigidBody = NULL;
m_entity = NULL; // I'm setting it here
m_parent = NULL;
// Find internal object name
std::ostringstream ss;
ss << "Entity" << idNum << "InWorld" << world;
m_name = ss.str();
// Create a scene node
m_sceneNode = m_world->m_sceneMgr->getRootSceneNode()->createChildSceneNode(m_name+"Node");
// Initialize the SceneNode's transformation
m_sceneNode->setPosition(bv3toOv3(m_trans.getOrigin()));
m_sceneNode->setOrientation(bqToOq(m_trans.getRotation()));
}
void GEntity::setModel(std::string model) {
m_model = model;
// Delete entity on model change
if(m_entity != NULL) { // And by the time this line comes around, it's corrupt
m_world->m_sceneMgr->destroyEntity(m_entity);
m_entity = NULL;
}
// Create new entity with given model
m_entity = m_world->m_sceneMgr->createEntity(m_name+"Ent", model);
// Apply a new rigid body if needed
if(m_rigidBody != NULL) {
initPhysics();
}
}
void GEntity::initPhysics() {
deinitPhysics();
}
void GEntity::deinitPhysics() {
if(m_rigidBody != NULL) {
m_world->m_dynWorld->removeRigidBody(m_rigidBody);
delete m_rigidBody;
m_rigidBody = NULL;
}
}
And here's the definition of GEntity:
class GEntity : public btMotionState {
public:
GEntity(GWorld* world, unsigned long int idNum);
GEntity(GWorld* world, unsigned long int idNum, btTransform trans);
void setModel(std::string modelName);
void initPhysics();
void deinitPhysics();
void getWorldTransform(btTransform& worldTrans) const;
void setWorldTransform(const btTransform &trans);
void parent(GEntity* parent);
protected:
unsigned long int m_id;
// Physics representation
btTransform m_trans;
btRigidBody* m_rigidBody;
// Graphics representation
Ogre::SceneNode* m_sceneNode;
Ogre::Entity* m_entity;
// Engine representation
GWorld* m_world;
GEntity* m_parent;
std::string m_name;
std::string m_model; // Used to find physics collision mesh
};
And here's the code calling setModel:
// Setup game world
GWorld* world = new GWorld(win);
GEntity* ent = world->createEntity();
ent->setModel(std::string("Cube.mesh"));