Destroying Actor destroys Joint, too

xadh00m

21-11-2008 15:48:53

Hi!

I face a problem in 0.9 where I destroy an actor which is connected with
another one via a revolute joint. My problem is, if I destroy one of the
actors, the
NxJoint seems to be destroyed, too, where as the NxRevolutJoint does not
change (except that its mJoint member becomes invalid). Is there
a callback mechanism to get a notification if the revolute joint is released?
I know it is not implemented in 0.9 but maybe there is a direct callback
mechanism in PhysX. Any suggestions?

Thanks

Edit: Is this issue handled in Bloody Mess?

xadh00m

23-11-2008 23:36:45

As far as I can see in the code the same issue exists in Bleeding.
Just create two actors with e.g. a revolute joint connected to each other.
If you now delete one of the actors PhysX seems to delete the joint implicitly, too. While the NxOgre representation of the joint still exists...

I currently cannot check wether later versions of PhysX (I´m currently using 2.7.3) does not behave in
the same manner... But if it does this case should be handled in Bleeding/Bloody somehow.