praetor
10-07-2006 01:24:55
I recently implemented a breakable hinge. In my wrapper for this, I plugged in to the OgreNewt Hinge callback. From within my callback I delete the hinge if the current force is over a threshold.
Now, immediately after this the callback within OgreNewt accesses my deleted hinge. This trashes the heap and caused quite a few headaches. While researching this issue I saw that Newton allows for the destruction of joints even within callbacks. I thought you should know that OgreNewt break this.
I fixed it by simply waiting until the next frame to actually do the joint destruction. I have no real suggestions to fix this issue, other my own workaround, but in case anyone else ever runs across this I figured I'd throw it out there.
Now, immediately after this the callback within OgreNewt accesses my deleted hinge. This trashes the heap and caused quite a few headaches. While researching this issue I saw that Newton allows for the destruction of joints even within callbacks. I thought you should know that OgreNewt break this.
I fixed it by simply waiting until the next frame to actually do the joint destruction. I have no real suggestions to fix this issue, other my own workaround, but in case anyone else ever runs across this I figured I'd throw it out there.