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by Aphex » Sun Sep 26, 2010 7:14 am
Hi,
I'm getting the ForceAndTorque callback called for the tyres after destroying my multi-body vehicle.
I tried NULLing the tyre callback and destroying the tyres in the CustomMultiBodyVehicle destructor but still getting a callback - the tyres seem to go on existing!
Am I missing something?
cheers,
Martin
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Aphex
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by Julio Jerez » Sun Sep 26, 2010 9:10 am
Umm that could be a Bug in Newton, can you post a Test to check it out?
bafore, can you set destructor on each the rigid body and verify that not call is made to force callback after the destructor for that body is called, if it is made that will be a serius bug in newton.
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Julio Jerez
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by PJani » Sun Sep 26, 2010 1:49 pm
You are probably experience this because tire bodies are created in side of CustomMultiBodyVehicle Tire. and are not destroyed properly by Tire class.
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| Dell XPS 13 9370, i7-8550U, 16GB RAM |
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| C/C++, C# |
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PJani
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by Aphex » Sun Sep 26, 2010 2:49 pm
Yeah... I couldn't find a demo of the multibody vehicle - is it intended that the tyre bodies be destroyed by the client then?
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Aphex
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by PJani » Tue Sep 28, 2010 10:04 pm
I had similar problem when i destroyed a vehicle the wheels still existed.
Actually i am not sure how to destroy them without modifying the code, i destroy them like any other body, because i customized tire code(for aspect of scene node updating and later for modularity).
I took custom tire code and created new custom joint, i changed some methods so i can attach "custom" bodies on it. This way my vehicles are more flexible, now i can have vehicle created form multiple bodies(like tractors which are divided in two parts) or even use box for wheel
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| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
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PJani
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