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Chipmunk Physics • View topic - Touches Crashes

Touches Crashes

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Touches Crashes

Postby bizpo » Thu Dec 01, 2011 4:34 pm

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Re: Touches Crashes

Postby slembcke » Thu Dec 01, 2011 6:31 pm

Make sure that you aren't accidentally grabbing a static shape when the finger comes back on screen. I would guess this is what is happening.

While I didn't write cpMouse, I assume it works similarly to my own mouse code. Creating a joint between an infinite mass object controlled by the mouse and whatever you grab. If you create a joint between two infinite mass objects you end up generating an unstoppable force and trying to apply it to an unmovable object. That is what the assertion is catching.
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Re: Touches Crashes

Postby bizpo » Fri Dec 02, 2011 4:54 pm

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Re: Touches Crashes

Postby bizpo » Fri Dec 02, 2011 5:42 pm

I suppose the true question now is - how to add walls and objects that create obstacles for movable bodies without causing this problem. Thanks
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Re: Touches Crashes

Postby slembcke » Fri Dec 02, 2011 5:48 pm

I usually use the layers or groups to filter out queries to static shapes: https://github.com/slembcke/Chipmunk-Ph ... emo.c#L351

Alternatively, instead of using cpSpacePointQueryFirst() you can use cpSpacePointQuery() to get a list of all shapes at that point and filter them any way you want.
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Re: Touches Crashes

Postby bizpo » Sun Dec 11, 2011 1:17 am

I haven't been able to code this yet. If you get a chance , I'd love to see the first part of your tutorial with the boxes and floor filter out the floor for mouse joints. Thanks.
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Re: Touches Crashes

Postby slembcke » Sun Dec 11, 2011 2:51 pm

That's what the link I posted above was. It's the code I use in the demo application for filtering the shapes you want to be grabbable.
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