Fatal signal 11 (SIGSEGV) at btDbvtBroadphase::setAabb

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qutanamo
Posts: 2
Joined: Wed Aug 26, 2015 5:29 pm

Fatal signal 11 (SIGSEGV) at btDbvtBroadphase::setAabb

Post by qutanamo »

Bullet Physics has been great. I am getting this crash though. In my game rigid bodies are removed from the btDiscreteDynamicsWorld after they are out of the field of play. They are then recycled and added back into the btDiscreteDynamicsWorld when needed. When they get recycled almost immediately there are no problems, but on occasion if a rigid body is added several seconds after being removed it will cause bullet physics to crash while stepping the simulation. Here is the corresponding backtrace.

arm/libgdx-bullet.so (btDbvtBroadphase::setAabb(btBroadphaseProxy*, btVector3 const&, btVector3 const&, btDispatcher*)+32)
arm/libgdx-bullet.so (btCollisionWorld::updateSingleAabb(btCollisionObject*)+208)
arm/libgdx-bullet.so (btCollisionWorld::updateAabbs()+28)
arm/libgdx-bullet.so (btCollisionWorld::performDiscreteCollisionDetection()+16)
arm/libgdx-bullet.so (btDiscreteDynamicsWorld::internalSingleStepSimulation(float)+104)
arm/libgdx-bullet.so (btDiscreteDynamicsWorld::stepSimulation(float, int, float)+236)

Any thoughts on where I've gone wrong?
qutanamo
Posts: 2
Joined: Wed Aug 26, 2015 5:29 pm

Re: Fatal signal 11 (SIGSEGV) at btDbvtBroadphase::setAabb

Post by qutanamo »

It turns out that in some cases I was adding the rigid body multiple times which was causing the issue.
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