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The attached simple example A-Frame/Ammo scene has a kinematic parent and dynamic child, with functions (to type in on the browser console) to attach (add constraint), detach (remove constraint), and move the kinematic parent. Running in Chrome on Windows 10, if physics has moved the dynamic child since loading, the attach() throws a memory fault at Ammo.destroy(bodyTransform) near the end of the ammo-constraint component createConstraint function.
e.g.
move() (pushes unattached child away) then attach()
throws the fault, while
attach(), move(), move(), detach(), move(), attach() (where the child only moves when attached)
works
bodyTransform is set near the top of that function:
const bodyTransform = body.getCenterOfMassTransform().inverse().op_mul(targetBody.getWorldTransform());
Does that allocate, or should the function not be destroying it?
Thank you.
The text was updated successfully, but these errors were encountered:
crash.html.txt
The attached simple example A-Frame/Ammo scene has a kinematic parent and dynamic child, with functions (to type in on the browser console) to attach (add constraint), detach (remove constraint), and move the kinematic parent. Running in Chrome on Windows 10, if physics has moved the dynamic child since loading, the attach() throws a memory fault at Ammo.destroy(bodyTransform) near the end of the ammo-constraint component createConstraint function.
e.g.
move() (pushes unattached child away) then attach()
throws the fault, while
attach(), move(), move(), detach(), move(), attach() (where the child only moves when attached)
works
bodyTransform is set near the top of that function:
const bodyTransform = body.getCenterOfMassTransform().inverse().op_mul(targetBody.getWorldTransform());
Does that allocate, or should the function not be destroying it?
Thank you.
The text was updated successfully, but these errors were encountered: