[SOLVED]null m_childShape in dgCollisionInstance::RayCast

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[SOLVED]null m_childShape in dgCollisionInstance::RayCast

Postby tod » Wed Jul 12, 2017 2:53 pm

I only have a player controller body and a heightmap body. The camera is attached to the player controller body, and the ray is cast from inside the body most likely. As far as I was able to test, the terrain collision seems ok and the player controller also seems ok.

Could this be an actual Newton bug?
Last edited by tod on Thu Jul 13, 2017 12:53 pm, edited 1 time in total.
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Re: null m_childShape in dgCollisionInstance::RayCast

Postby Julio Jerez » Wed Jul 12, 2017 3:51 pm

maybe is hard to say,
do you have a build the link to the newton DLL?
if so maybe, you can upload it somewhere so that it can be debug it.
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Re: null m_childShape in dgCollisionInstance::RayCast

Postby tod » Thu Jul 13, 2017 7:37 am

I have debug build with lots of stuff in it, would be hard to download. I'll try to trigger a ray in one of the newton demos maybe.
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Re: null m_childShape in dgCollisionInstance::RayCast

Postby tod » Thu Jul 13, 2017 9:18 am

I've tried some ray casts in the basic controller demo, on 3.11 build, because that's what I had available. Doesn't seem to crash. Maybe it's because I use 64 bit in my app? Or something broke since then...
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Re: null m_childShape in dgCollisionInstance::RayCast

Postby Julio Jerez » Thu Jul 13, 2017 10:21 am

you can compile the engine is 64 bit.
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Re: null m_childShape in dgCollisionInstance::RayCast

Postby tod » Thu Jul 13, 2017 12:52 pm

I've wasted your time again :oops: Sorry. The issue was related to old OgreNewt code and the changes to collisions in Newton 3. The prefilter callback deleted the newton collision by mistake, which caused problems down the line.

Thanks again for your help. You're the greatest.
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