A place to discuss everything related to Newton Dynamics.
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by Slick » Thu Nov 21, 2013 8:55 pm
What calls need to be made to properly remove a dynamic object that also has some joints attached. Do you just call delete or is there a correct way? I looked at the lumberyard joints demo and don't see clean up code.
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Slick
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by Julio Jerez » Thu Nov 21, 2013 9:27 pm
you can do either way.
-if you delete a joint, the joint will be deached and only the joint will be delete it.
-if you delete a body, the body will delete al teh joint that are conetected to that body.
basically you do not has to worrry abpy deleting joints unless you what to detach a joint for the bodies that is linked to.
are you checkind the ogre newton or the sandbox demos?
-in those demos whn eth workd is destroy, the word delete everything. you can set a break point on the destructors of the joints of
the body and see where it gets called from.
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Julio Jerez
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by Slick » Fri Nov 22, 2013 12:09 pm
ok thanks. I was getting a crash from what seemed like a destructor. Probably something in my code from converting to 3.xx so I'll check some more.
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Slick
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by Slick » Fri Nov 22, 2013 6:57 pm
I am getting some more asserts but can't work out yet what is causing it.

- 11-22-2013 2-54-53 PM.png (7.84 KiB) Viewed 1724 times
this is the call stack:

- 11-22-2013 2-55-32 PM.png (45.79 KiB) Viewed 1724 times
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Slick
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- Location: LA last and France now
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