- EDIT - The code looks strange here, so I suggest viewing the files directly in the link given.
While working on my engine, I came across a issue that I'm unable to resolve. Hoping to fix this without any heavy modification, the code is below.
void Block::DoCollision(GameObject* obj){
obj->DoCollision(this);
}
That is where the stack overflow occurs. This application works perfectly fine until I create two instances of the class using the new keyword. If I only had 1 instance of the class, it worked fine.
Block* a = new Block(0, 0, 0, 5);
AddGameObject(a);
a = new Block(30, 0, 0, 5);
AddGameObject(a);
Those parameters are just x,y,z and size.
The code is checked before hand. Only a object with a matching Collisonflag and collision type will trigger the DoCollision(); function.
((*list1)->m_collisionFlag & (*list2)->m_type)
Maybe my check is messed up though. I attached the files concerned here http://celestialcoding.com/index.php?topic=1465.msg9913;topicseen#new. You can download them without having to sign up. The main suspects, I also pasted the code for below.
From GameManager.cpp
void GameManager::Update(float dt){
GameList::iterator list1;
for(list1=m_gameObjectList.begin(); list1 != m_gameObjectList.end(); ++list1){
GameObject* temp = *list1;
// Update logic and positions
if((*list1)->m_active){
(*list1)->Update(dt);
// Clip((*list1)->m_position); // Modify for bounce affect
} else continue;
// Check for collisions
if((*list1)->m_collisionFlag != GameObject::TYPE_NONE){
GameList::iterator list2;
for(list2=m_gameObjectList.begin(); list2 != m_gameObjectList.end(); ++list2){
if(!(*list2)->m_active)
continue;
if(list1 == list2)
continue;
if( (*list2)->m_active &&
((*list1)->m_collisionFlag & (*list2)->m_type) &&
(*list1)->IsColliding(*list2)){
(*list1)->DoCollision((*list2));
}
}
}
if(list1==m_gameObjectList.end()) break;
}
GameList::iterator end = m_gameObjectList.end();
GameList::iterator newEnd = remove_if(m_gameObjectList.begin(),m_gameObjectList.end(),RemoveNotActive);
if(newEnd != end)
m_gameObjectList.erase(newEnd,end);
}
void GameManager::LoadAllFiles(){
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Top.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Right.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Back.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Left.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Front.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Models/Skybox/Images/Bottom.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain1.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain2.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Terrain/Details/TerrainDetails.bmp", GetNextFreeID());
LoadSkin(m_gameTextureList, "Terrain/Textures/Water1.bmp", GetNextFreeID());
Block* a = new Block(0, 0, 0, 5);
AddGameObject(a);
a = new Block(30, 0, 0, 5);
AddGameObject(a);
Player* d = new Player(0, 100,0);
AddGameObject(d);
}
void Block::Draw(){
glPushMatrix();
glTranslatef(m_position.x(), m_position.y(), m_position.z());
glRotatef(m_facingAngle, 0, 1, 0);
glScalef(m_size, m_size, m_size);
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z());
glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z());
glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z());
glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z());
glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z());
glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z());
glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z());
glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z());
glEnd();
// DrawBox(m_position.x(), m_position.y(), m_position.z(), m_size, m_size, m_size, 8);
glPopMatrix();
}
void Block::DoCollision(GameObject* obj){
GameObject* t = this; // I modified this to see for sure that it was causing the mistake.
// obj->DoCollision(NULL); // Just revert it back to
/*
void Block::DoCollision(GameObject* obj){
obj->DoCollision(this);
}
*/
}