Runtime Error On Collision
Posted: Fri Aug 12, 2011 5:43 pm
I created a pendulum using code from a forum post on here, and added a player using the character/character controller code from a demo project. The pendulum is created using a rotated Cylinder and two Ball Joints offset to created the motion desired. I then edited the Player's Body to be a Capsule instead of a Cylinder. I set this scene up and everything appears to work correctly, and is a lot of fun to play with, but about a week later I noticed a strange bug that happens.
When the pendulum is swinging away from the player, and the player is jumping into it there is occasionally an unhandled ArithmeticException when space calls Update()
I replaced the Bepu.dll reference with the source code in order to find the exact place where the code is breaking, and discovered that inside Simplex.cs the GetPointOnTriangleClosestToOrigin() function appears to setting CdotAC as Infinity after a dot product.
I was just wondering if anyone could shed some light on the situation and help me figure out if this is a problem with Bepu, this specific physics simulation, or an error within my code. Thanks in advance!
When the pendulum is swinging away from the player, and the player is jumping into it there is occasionally an unhandled ArithmeticException when space calls Update()
I replaced the Bepu.dll reference with the source code in order to find the exact place where the code is breaking, and discovered that inside Simplex.cs the GetPointOnTriangleClosestToOrigin() function appears to setting CdotAC as Infinity after a dot product.
I was just wondering if anyone could shed some light on the situation and help me figure out if this is a problem with Bepu, this specific physics simulation, or an error within my code. Thanks in advance!