Comments (3)
It seems to be when it's pushing an event. The array that gets passed in has already been freed on the second push.
from box2d.
found the bug. Preparing a PR. It was
if (hit == true)
{
event.normal = contactSim->manifold.normal;
b2CheckId(world->shapeArray, contactSim->shapeIdA);
b2CheckId(world->shapeArray, contactSim->shapeIdB);
b2Shape* shapeA = world->shapeArray + contactSim->shapeIdA;
b2Shape* shapeB = world->shapeArray + contactSim->shapeIdB;
event.shapeIdA = (b2ShapeId){shapeA->id + 1, world->worldId, shapeA->revision};
event.shapeIdB = (b2ShapeId){shapeB->id + 1, world->worldId, shapeB->revision};
b2Array_Push(events, event);
}
Events is a temporary variable. it needs to be:
if (hit == true)
{
event.normal = contactSim->manifold.normal;
b2CheckId(world->shapeArray, contactSim->shapeIdA);
b2CheckId(world->shapeArray, contactSim->shapeIdB);
b2Shape* shapeA = world->shapeArray + contactSim->shapeIdA;
b2Shape* shapeB = world->shapeArray + contactSim->shapeIdB;
event.shapeIdA = (b2ShapeId){shapeA->id + 1, world->worldId, shapeA->revision};
event.shapeIdB = (b2ShapeId){shapeB->id + 1, world->worldId, shapeB->revision};
b2Array_Push(world->contactHitArray, event);
}
from box2d.
from box2d.
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