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in void CollisionDetectionSystem::createContacts() {
by using triggers in the game, I found that the assertion below fails
for (uint32 p=0; p < nbContactPairsToProcess; p++) {
uint32 contactPairIndex = mWorld->mProcessContactPairsOrderIslands[p];
ContactPair& contactPair = (*mCurrentContactPairs)[contactPairIndex];
...
assert(potentialManifold.nbPotentialContactPoints > 0);
After I went through the code, I think we are not generating contact points for the triggers. So I add a if() continue to prevents it from happenning.
for (uint32 p=0; p < nbContactPairsToProcess; p++) {
uint32 contactPairIndex = mWorld->mProcessContactPairsOrderIslands[p];
ContactPair& contactPair = (*mCurrentContactPairs)[contactPairIndex];
...
if (contactPair.isTrigger)
{
continue;
}
So far seems fine
Does it make any sense? Daniel
The text was updated successfully, but these errors were encountered:
darktemplar216
changed the title
CollisionDetectionSystem::createContacts() assert(potentialManifold.nbPotentialContactPoints > 0); fail
CollisionDetectionSystem::createContacts() assert crash
Jan 2, 2024
Hello. Thanks a lot for reporting this issue. I take some time to take a look and I think this is already fixed in the "develop" branch. This will be available in the next release of the library.
in void CollisionDetectionSystem::createContacts() {
by using triggers in the game, I found that the assertion below fails
After I went through the code, I think we are not generating contact points for the triggers. So I add a if() continue to prevents it from happenning.
So far seems fine
Does it make any sense? Daniel
The text was updated successfully, but these errors were encountered: