I am making a particle system and I'm struggling with how to structure my code. The idea is that a user can create one or several ParticleEmitter
objects that are passed to a ParticleManager
object via the ofxCurlNoise
object.
Now, I want that when the user updates the ParticleEmitters
objects, the ParticleManager
object sees the changes made. So I used shared pointers but I have segmentation faults at different times, whether I use one ParticleEmitter
(segmentation fault when the program starts) or a vector<ParticleEmitter>
(segmentation fault when the program exits).
What is wrong with this? Is there a design pattern for doing what I'm trying to do?
ofApp.h
#include "ofxCurlNoise.h"
class ofApp : public ofBaseApp{
// ParticleEmitter particleEmitter;
vector<ParticleEmitter> particleEmitters;
ofxCurlNoise curlNoise;
public:
void setup();
};
ofApp.cpp
#include "ofApp.h"
void ofApp::setup(){
// This produces a segfault as soon as the program starts
// particleEmitter.setup();
// curlNoise.setup(particleEmitter, 1024*256);
// This produces a segfault when the program exits
ParticleEmitter emitter;
emitter.setup();
particleEmitters.push_back(emitter);
curlNoise.setup(particleEmitters, 1024*256);
}
ofxCurlNoise.h
#include "ParticleManager.h"
class ofxCurlNoise {
ParticleManager particleManager;
public:
void setup(ParticleEmitter& emitter, int n);
void setup(vector<ParticleEmitter>& emitters, int n);
private:
void setup(int n);
};
ofxCurlNoise.cpp
#include "ofxCurlNoise.h"
void ofxCurlNoise::setup(ParticleEmitter& emitter, int n){
particleManager.addEmitter(shared_ptr<ParticleEmitter>(&emitter));
setup(n);
}
void ofxCurlNoise::setup(vector<ParticleEmitter>& emitters, int n){
for(auto& e : emitters){
particleManager.addEmitter(shared_ptr<ParticleEmitter>(&e));
}
setup(n);
}
void ofxCurlNoise::setup(int n){
particleManager.setup(n);
}
ParticleManager.h
#include "ParticleEmitter.h"
class ParticleManager{
vector<shared_ptr<ParticleEmitter>> emitters;
public:
void addEmitter(const shared_ptr<ParticleEmitter>& emitter);
void setup(int n);
};
ParticleManager.cpp
#include "ParticleManager.h"
void ParticleManager::setup(int n){
//...
}
void ParticleManager::addEmitter(const shared_ptr<ParticleEmitter>& emitter){
emitters.push_back(emitter);
}
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