Replies: 3 comments 5 replies
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b3MeshData must remain in scope. The data is not cloned into Box3D. |
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What does this mean? I don't understand the point. |
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Give me the call stack of your crash. |
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float WorldCallBack(float frictionA, uint64_t userMaterialIdA,
float frictionB, uint64_t userMaterialIdB)
{ return frictionB; }
b3WorldDef B3worldDef;
B3worldDef.restitutionCallback = WorldCallBack;
//than i created b3CreateBoxMesh fine.
b3MeshData* mesh = b3CreateBoxMesh(0,2f,0,60f,10f,60f,true);
//created fine b3CreateMeshShape
b3CreateMeshShape( b3BodyId bodyId, const b3ShapeDef* def, const b3MeshData* mesh, b3Vec3 scale );
My program crash when HullBox touch BoxMesh, than do WorldCallBack and crash.
If i do
B3worldDef.restitutionCallback = NULL;
i not get crash. All work fine. HullBox collided with BoxMesh.
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