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[Ammo] Not all collision event fireing (issue with remove entities) #47
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Thanks for (re) reporting this. There seem to be a whole load of things that are set up on ammo-body initialization that aren't cleared up on removal. Here's an attempt at a fix: Do you have an established way of testing this? Any feedback would be welcome. |
Have a glitch for testing this: https://aframe-physics-system-issue-47.glitch.me/ - see #48 for details. Fix seems to not be working yet. |
I think we should close this on the basis that we have an adequate fix here: OK? |
…he previous commit should make them not necessary anymore
When using ammo, and physics objects are removed, the collision event does not work properly anymore. There are dropouts in between.
If
Ammo.destroy(this.body);
is replaced bythis.system.driver.removeBody(this.body);
it works. with remove: element in line 16560here is the whole element from line 16560:
remove: function() {
if (this.triMesh) Ammo.destroy(this.triMesh);
if (this.localScaling) Ammo.destroy(this.localScaling);
if (this.compoundShape) Ammo.destroy(this.compoundShape);
if (this.body) {
// Ammo.destroy(this.body);
this.system.driver.removeBody(this.body)
delete this.body;
}
Ammo.destroy(this.rbInfo);
Ammo.destroy(this.msTransform);
Ammo.destroy(this.motionState);
Ammo.destroy(this.localInertia);
Ammo.destroy(this.rotation);
},
For example it works, remove the ammo body and the object3D separate, not problem
i have reported this before here:
n5ro#137 (comment)
here is a new glitch to see the error:
(Comment out the new script 'aframe-physic-system-fix.js'
aframe-physic-system.js is the original.
perhaps increase the number and speed of boxes on powerful computers to see the error)
https://aframe-physics-system-remove-bug.glitch.me
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