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Bullet warning when PhysicalBone is deleted #22823

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abrenneke opened this issue Oct 7, 2018 · 2 comments · Fixed by Wapit1/godot#1 or #34047
Closed

Bullet warning when PhysicalBone is deleted #22823

abrenneke opened this issue Oct 7, 2018 · 2 comments · Fixed by Wapit1/godot#1 or #34047
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@abrenneke
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Godot version:

3.1 master -> f12cb82

OS/device including version:

Windows 10 Home

Issue description:

When a PhysicalBone is deleted, a warning appears:

WARNING: RigidBodyBullet::assert_no_constraints: A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.
At: modules\bullet\rigid_body_bullet.cpp:442   

Steps to reproduce:
queue_free a PhysicalBone node (or any of its parents) that is attached to a skeleton.

Minimal reproduction project:

physical-bones-crash.zip

Same project as #22538 - the warnings happen, but currently the editor crashes afterwards for me.

@akien-mga
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Is the warning still reproducible in the current master branch?

@akien-mga akien-mga modified the milestones: 3.1, 3.2 Jan 25, 2019
@KoBeWi
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KoBeWi commented Apr 13, 2019

Still happens on b7cf4c2

The reproduction project also produced some errors that appeared on 3.1 stable, but now only the warnings remains.

akien-mga pushed a commit to AndreaCatania/godot that referenced this issue Jul 4, 2019
Rework of the physical bone that aim to fix currently open issues and
also improve the current Physical Bone by adding stability and control.

The current Physical Bone implementation was using the normal rigid
bodies and joints, and it worked well but became unstable if the
complexity of the skeleton is not trivial, for this reason the
Featherstone algorithm was implemented to allowing to have not only a
stable body but also full control of it.

It is now not only possible to create ragdolls of non-animated bodies,
but is also possible to control its movement by adding forces with the
`motor_*` methods.
You don't have to deal with complex force systems, but instead you can
control it by simply changing the motor target and/or velocity and some
other parameters from the editor.

It is now possible to create active ragdolls directly from script, or
for example to create a completely physical walking robot, or to have a
stable ragdoll with dumpers and springs.

Fixes godotengine#19002
Fixes godotengine#22823
Fixes godotengine#24968
Fixes godotengine#25564
Fixes godotengine#26618
Fixes godotengine#28707
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