Closed TrevorCash closed 5 years ago
Managed to find the root cause of this one - I was setting the world transform to a NaN position in some transformation code accidentally. Closing.
oh glad you found it. I have taking a hiatus for the engine. But I am going to resume this month, to complete some of teh pending feature and bug fixes.
I liek to have the at a stable point before the year is out.
Sounds Great! Yeah I am ironing out bugs in my game code - Its really starting to come together bit by bit I think.
Hi Julio,
Sometimes I get a rigid body that has a position where the elements are NaN. I try to sense when this happens and manually correct the issue by setting the body's position back to what it should be. this works in the inline code (after I set the body's position I can re-read back the position and it seems corrected - I even invalidate the cache) But for some reason the body always reverts back to NaN in the next update.
Here is the code that tried to correct the problem:
I have also traced all the other places where the my code could be setting the body matrix to NaN - and I do not hit any of those breakpoints.
I hope this makes sense what I'm trying to do. I am still using and older commit: 2a50b8236f131ee9fd6cb906b2f0a8b5c3f2ad04.
To be clear - in the above image - the piece just hangs in midair because the actual rigid body position is NaN and the code (purposefully) does not move the Urho3D node to a NaN position.