[SOLVED] Crash on destroying bodies

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Re: Crash on destroying bodies

Postby Julio Jerez » Sat Nov 30, 2019 10:41 am

no, you do not have to scale anything, It was just a comment.
just have in mind that is a body is too small, CCD is the solution.
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Re: Crash on destroying bodies

Postby JernejL » Sat Nov 30, 2019 3:34 pm

Ok good, because if there was a reason to scale up my world i would easily do that if it improved simulation, scale is arbitrary and can be anything, i did use this scale in my game since using newton 1.53 :) - my game grows and progresses with newton :) it is coming together very well now that i put in more time and i hope to have near final version of playable game next year :)
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Re: Crash on destroying bodies

Postby JernejL » Sun Dec 01, 2019 10:02 am

Ok - the original cause for my report - deleted bodies showing up in callbacks was only partially solved.

Deleted bodies are still reported in callbacks of NewtonWorldForEachBodyInAABBDo function.

Let me know if you need an example, but you can just take my game and throw a grenade, and stand in proximity of it when it explodes, it uses NewtonWorldForEachBodyInAABBDo to find bodies to affect, and the deleted (exploded) grenade object is reported in callback - it's userdata is no longer valid, causing game to crash.
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Re: Crash on destroying bodies

Postby Julio Jerez » Sun Dec 01, 2019 4:43 pm

ups, yes that will also be a bug.
these functions: void ForEachBodyInAABB, void RayCast, dgInt32 Collide, dgInt32 ConvexCast.
now check for dead bodies before proceeding.
Fixed.
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Re: Crash on destroying bodies

Postby JernejL » Mon Dec 02, 2019 2:49 am

It looks fixed now!!

I can confirm there are no more invalid bodies in the callbacks, i guess all those callbacks use similar mechanism
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[SOLVED]Re: Crash on destroying bodies

Postby misho » Thu Dec 12, 2019 4:56 pm

Confirmed, bodies are removed properly now.
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