Reputation: 969
"Assertion failed: (m_bodyCount < m_bodyCapacity), function Add, file libs/Box2D/Dynamics/b2Island.h, line 65."
That is what it the crash leaves in the console.
[self removeChild:(CCSprite*)body->GetUserData() cleanup:YES];
body->SetTransform(b2Vec2(30, 30), 0); //moving the body out of the scene so it doesnt collide anymore!
world->DestroyBody(body);
I think im doing the right stuff..
@property (nonatomic, assign) b2Body *body;
Here is how i "make it" a property
I dont understand why it doesnt work, "body" is a proper pointer because I can retrieve infromation from the bodys UserData like tags that are set in the creatin of the body, so that shouldnt be a problem.. Do anyone know whats wrong with my code?
Thank you.
Edited in:
-(void) tick: (ccTime) dt //Main loop
{
if (ballFired) {
Magnet *aMagnet = [magnetArray objectAtIndex:0];
world->DestroyBody(aMagnet.body); //It crashes here!
}
int32 velocityIterations = 8;
int32 positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
for (b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b>GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
Isnt this outside the world step?
Edit 2:
ContactListener::ContactListener(){};
void ContactListener::BeginContact(b2Contact* contact)
{
// Box2d objects that collided
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
CCSprite* actorA = (CCSprite*) fixtureA->GetBody()->GetUserData();
CCSprite* actorB = (CCSprite*) fixtureB->GetBody()->GetUserData();
if(actorA == nil || actorB == nil) return;
b2WorldManifold* worldManifold = new b2WorldManifold();
contact->GetWorldManifold(worldManifold);
Kollisjon *kollisjon = [Kollisjon sharedKollisjon];
if (actorA.tag == 1) {
NSLog(@"OK1");
kollisjon.kollidertBody = fixtureB->GetBody();
kollisjon.world->DestroyBody(kollisjon.kollidertBody); //Isnt this ok?
}
else if (actorB.tag == 1) {
NSLog(@"OK2");
kollisjon.kollidertBody = fixtureA->GetBody();
kollisjon.world->DestroyBody(kollisjon.kollidertBody); //Isnt this ok?
}
}
Is it not outside the timestep? Please help me here...
Thank you
Upvotes: 2
Views: 3992
Reputation: 634
You must scan for contacts, store all contacts in an array, and then AFTER all contacts have been checked, you remove your bodies.
Checking for contacts:
std::vector<MyContact>::iterator pos;
for(pos = _contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos)
{
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
// Rocket explosion rect
if(bodyA->GetUserData() == NULL)
{
NSLog(@"NULL collision detected. (BODY A)");
hasDoneRocketCollisions = YES;
CCSprite *sprite = (CCSprite*) bodyB->GetUserData();
if(sprite.visible == NO) continue;
if(sprite.tag >= 200 && sprite.tag < 300)
{
index = sprite.tag - 200;
if([spriteTracker containsObject:sprite]) continue;
[spriteTracker addObject:sprite];
bodiesToKill[counter] = bodyB;
[enemyChargerIsAlive replaceObjectAtIndex:(int)(sprite.tag-200) withObject:[NSNumber numberWithInt:0]];
[ParticleController spawnExplosion:sprite.position inParent:currentDefaultNode];
}
else if(sprite.tag >= 300 && sprite.tag < 400)
{
index = sprite.tag - 300;
if([spriteTracker containsObject:sprite]) continue;
[spriteTracker addObject:sprite];
bodiesToKill[counter] = bodyB;
[enemyShooterIsAlive replaceObjectAtIndex:(int)(sprite.tag-300) withObject:[NSNumber numberWithInt:0]];
[ParticleController spawnExplosion:sprite.position inParent:currentDefaultNode];
counter++;
}
}
}
Later in your method after all contacts have been checked:
b2Body *dyingBody;
for(int i = 0; i < counter; i++)
{
CCSprite *dyingSprite;
dyingSprite = [spriteTracker objectAtIndex:i];
dyingSprite.visible = NO;
// Is player projectile
if(dyingSprite.tag >= 100 && dyingSprite.tag < 200)
{
CCParticleSystemQuad *dyingParticle;
dyingParticle = [particlesToKill objectAtIndex:particleIndex];
particleIndex++;
[dyingParticle stopSystem];
dyingBody = bodiesToKill[i];
dyingBody->SetActive(false);
[ParticleController spawnExplosion:dyingSprite.position inParent:currentDefaultNode];
[AudioController playExplosion];
dyingSprite.visible = NO;
if([_player currentShotType] == 1)
{
rocketHitBody->SetTransform(b2Vec2(dyingSprite.position.x/PTM_RATIO, dyingSprite.position.y/PTM_RATIO), 0.0);
rocketHitBody->SetActive(true);
}
}
}
Take note that these are just random chunks of code I have copy and pasted in. They are for example only and may only confuse you if you try to read them as exact instructions.
The point here is: You can not remove a body while it is being accessed by the step or contact listener. Finish using the contact listener and then remove your bodies.
Upvotes: 3