Closed honnisha closed 6 months ago
Just hit this myself, in connection with a body going from dynamic to kinematic, and the reverse.
I'm trying to figure out what the cause is. I have added logs before the line where error occurs
parry/src/partitioning/qbvh/update.rs
if child < self.nodes.len() as u32 {
if depth == u8::MAX {
println!("workspace.stack.len():{} child:{} depth:{}", workspace.stack.len(), child, depth);
}
workspace.stack.push((child, depth + 1));
}
Output:
workspace.stack.len():8 child:7917 depth:255
thread '<unnamed>' panicked at /home/honnisha/Projects/parry/crates/parry3d/../../src/partitioning/qbvh/update.rs:370:54:
My code switches activity of the colliders if the player moves forward/away from them. And right after the switch this error occurs sometimes.
Created pr to fix this issue https://github.com/dimforge/parry/pull/169
Why would changing a rigid body type require an unusually large stack depth? I suspect the stack size might be a symptom of a more basic issue.
Rapier 3d version:
rapier3d = { version = "0.17.2", features = [ "simd-stable" ] }
I'm running this code:
Panic:
Maybe its related to https://github.com/dimforge/rapier/issues/450