Closed GoogleCodeExporter closed 9 years ago
Can you reproduce this in any of the Bullet demos?
Original comment by erwin.coumans
on 13 Sep 2013 at 4:55
"i used a object to simulate a projectile,so when the projectile boomed,i
remove the rigidbody and delete it.i wll cause a crash"
Do you have a full stack trace of the crash? (in debug mode)
Original comment by erwin.coumans
on 16 Sep 2013 at 6:20
We have a similar issue in the latest version. One of the collision object
pointer is invalid. I'll try to reproduce in a demo.
Original comment by nharisha...@gmail.com
on 17 Sep 2013 at 4:33
moved to https://github.com/bulletphysics/bullet3/issues/85
Original comment by erwin.coumans
on 30 Mar 2014 at 5:51
i think this is caused by the Manifold cache.I now send the modified version of
me.i add two callback function when getNewManifold and releaseManifold.why i
modified this is because ,i find if i use physics engine to check trigger box
in the game scene,the addcontact callback will called manytimes and i should
judge every time.but if i add the two callback,i can clearly know ,when object
collide the trigger and when it leaved.
i add a clearPredictiveContacts function to avoid the rigidbody deleted in my
game logic between two physice engine step logic.eg,if a not called
clearPredictiveContacts ,when i called releaseManifold callback,i maybe get a
wrong cache value of the rigidbody.
Original comment by chineseo...@gmail.com
on 22 May 2014 at 2:22
Attachments:
Original issue reported on code.google.com by
chineseo...@gmail.com
on 8 Jul 2013 at 1:32