[SOLVED]NewtonCollisionForEachPolygonDo crash

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[SOLVED]NewtonCollisionForEachPolygonDo crash

Postby tod » Tue Jun 20, 2017 3:30 pm

I'm trying to adapt OgreNewt to Newton 3.x
Using NewtonCollisionForEachPolygonDo causes a crash because collision->m_childShape is NULL. Any ideas?

Also iterating through bodies with NewtonWorldGetFirstBody et all, returns NULL body. Is this correct?
Last edited by tod on Thu Jun 22, 2017 4:33 am, edited 1 time in total.
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Re: NewtonCollisionForEachPolygonDo crash

Postby Julio Jerez » Tue Jun 20, 2017 6:12 pm

no that's no normal ->m_childShape should never ever be null.
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Re: NewtonCollisionForEachPolygonDo crash

Postby tod » Wed Jun 21, 2017 5:33 am

What should I do? The only think I have on the scene is a terrain. Could be something wrong with it? I also have a character controller that crashes when trying to determine contacts with it saying there is an invalid triangle or something similar. That's why I was trying to have the debug view working to see how the terrain shape looks.
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Re: NewtonCollisionForEachPolygonDo crash

Postby Julio Jerez » Wed Jun 21, 2017 10:52 am

I do not know, what are you doing?
are you using latest 3.14?
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Re: [SOLVED]NewtonCollisionForEachPolygonDo crash

Postby tod » Thu Jun 22, 2017 4:35 am

I've figured it out. I was creating an invalid collision because some conversion to/from real to float. Fixing that resolved my problem.
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