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I have one situation where I need to test a single time for collision with world, when trying to find out if a player can spawn on a position or not.
Therefor I add a collision body to a dynamics world, test for collision and remove it. There are no World::update() calls involved.
When I do it this way RP3D crashes on next World::update().
Please see attached the backtrace:
`#0 0x000000080efe9fc0 in ?? () #1 0x0000000000954f15 in reactphysics3d::CollisionDetection::broadPhaseNotifyOverlappingPair (this=0x8060c14a8, shape1=0x80efe98a0, shape2=0x80efea020) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:338
#2 0x000000000093e3c5 in reactphysics3d::BroadPhaseAlgorithm::computeOverlappingPairs (this=0x8060c15b0, memoryManager=@0x8060c1008) at ext/reactphysics3d/src/collision/broadphase/BroadPhaseAlgorithm.cpp:291 #3 0x000000000095423a in reactphysics3d::CollisionDetection::computeBroadPhase (this=0x8060c14a8) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:100
#4 0x00000000009541d9 in reactphysics3d::CollisionDetection::computeCollisionDetection (this=0x8060c14a8) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:77
#5 0x000000000095e016 in reactphysics3d::DynamicsWorld::update (this=0x8060c1000, timeStep=0.0329999998) at ext/reactphysics3d/src/engine/DynamicsWorld.cpp:126
#6 0x000000000059dea3 in tdme::engine::physics::World::update (this=0x8060c1000, deltaTime=0.0329999998) at src/tdme/engine/physics/World.cpp:179`
BTW: This is the last bug I currently know of that helds me back to merge my TDME2 RP3D branch into master branch.
I am super excited how RP3D works with our game and engine.
Hi,
I have one situation where I need to test a single time for collision with world, when trying to find out if a player can spawn on a position or not.
Therefor I add a collision body to a dynamics world, test for collision and remove it. There are no World::update() calls involved.
When I do it this way RP3D crashes on next World::update().
Please see attached the backtrace:
`#0 0x000000080efe9fc0 in ?? ()
#1 0x0000000000954f15 in reactphysics3d::CollisionDetection::broadPhaseNotifyOverlappingPair (this=0x8060c14a8, shape1=0x80efe98a0, shape2=0x80efea020) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:338
#2 0x000000000093e3c5 in reactphysics3d::BroadPhaseAlgorithm::computeOverlappingPairs (this=0x8060c15b0, memoryManager=@0x8060c1008) at ext/reactphysics3d/src/collision/broadphase/BroadPhaseAlgorithm.cpp:291
#3 0x000000000095423a in reactphysics3d::CollisionDetection::computeBroadPhase (this=0x8060c14a8) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:100
#4 0x00000000009541d9 in reactphysics3d::CollisionDetection::computeCollisionDetection (this=0x8060c14a8) at ext/reactphysics3d/src/collision/CollisionDetection.cpp:77
#5 0x000000000095e016 in reactphysics3d::DynamicsWorld::update (this=0x8060c1000, timeStep=0.0329999998) at ext/reactphysics3d/src/engine/DynamicsWorld.cpp:126
#6 0x000000000059dea3 in tdme::engine::physics::World::update (this=0x8060c1000, deltaTime=0.0329999998) at src/tdme/engine/physics/World.cpp:179`
BTW: This is the last bug I currently know of that helds me back to merge my TDME2 RP3D branch into master branch.
I am super excited how RP3D works with our game and engine.
You can see this bug using my PathFindingTest. Just remove the comment before "world->update();"
https://github.com/andreasdr/tdme2/blob/reactphysics3d-current/src/tdme/tests/PathFindingTest.cpp#L166
Best regards
Andreas
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