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When using Trigger and RigidBody together, sometimes mRigidBodyComponents.mContactPairs contain dirty indices from the old frames and indexing mCollisionDetection.mCurrentContactPairs crashes the program by hitting the Assertion inside Array.
Seems that only cleaning the Enabled RigidBodyComponents leaves the dirty data behind
const uint32 nbRigidBodyEnabledComponents = mRigidBodyComponents.getNbEnabledComponents();
for (uint32 b=0; b < nbRigidBodyEnabledComponents; b++) {
mRigidBodyComponents.mContactPairs[b].clear();
}
I change this loop to all rigidbodyComponents
for (uint32 b = 0; b < nbRigidBodyComponents; b++) {
mRigidBodyComponents.mContactPairs[b].clear();
}
seems everything's fine and prevented the crash.
Does it makes any sense to you? Daniel.
The text was updated successfully, but these errors were encountered:
This issue is already fixed by some refactoring I did in the 'develop' branch. This will be part of the next release of the library. Again, thanks a lot for reporting the issue and for the fix also.
in void PhysicsWorld::createIslands()
When using Trigger and RigidBody together, sometimes mRigidBodyComponents.mContactPairs contain dirty indices from the old frames and indexing mCollisionDetection.mCurrentContactPairs crashes the program by hitting the Assertion inside Array.
Seems that only cleaning the Enabled RigidBodyComponents leaves the dirty data behind
I change this loop to all rigidbodyComponents
seems everything's fine and prevented the crash.
Does it makes any sense to you? Daniel.
The text was updated successfully, but these errors were encountered: