Report any bugs here and we'll post fixes
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by 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 (225.57 KiB) Viewed 5008 times
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Esharc
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by 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.
very important fixes
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Julio Jerez
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by Esharc » Mon May 08, 2023 11:07 am
Thanks for the quick fix, confirmed it is working now
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Esharc
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