ndPolygonMeshDesc GetScene is Null

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ndPolygonMeshDesc GetScene is Null

Postby Esharc » Mon May 08, 2023 1:44 am

Good morning Julio,

When calling CalculateContacts for collisions between a convex shape and a static mesh, the scene returned by the body in the constructor of ndPolygonMeshDesc is null.

I don't think the scene has been set in the call to
Code: Select all
void ndContactSolver::CalculateContacts(
   const ndShapeInstance* const instanceA, const ndMatrix& matrixA, const ndVector& velocA,
   const ndShapeInstance* const instanceB, const ndMatrix& matrixB, const ndVector& velocB,
   ndFixSizeArray<ndContactPoint, 16>& contactOut, ndContactNotify* const notification)


Or it gets set somewhere else that I am not aware of. I have attached a screen shot of the crash along with the call stack

SceneNullPtr.png
SceneNullPtr.png (225.57 KiB) Viewed 4934 times
Esharc
 
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Re: ndPolygonMeshDesc GetScene is Null

Postby Julio Jerez » Mon May 08, 2023 10:10 am

ah fixed.

that one of the limitatins of C++11

c++ 11 with VS 2015 does not supports thread locals, so I have to make per thread temp buffers.
so I have to make local buffer per thread in teh scene, at first it seemed a better a work around.

but them I realized is better since is allocates less memory so I did no changed.
but it is no with shorts coming, that's one of them.

thank for the reports, keep the bugs coming. :mrgreen:

very important fixes :shock: :D :mrgreen:
Julio Jerez
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Re: ndPolygonMeshDesc GetScene is Null

Postby Esharc » Mon May 08, 2023 11:07 am

Thanks for the quick fix, confirmed it is working now
Esharc
 
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