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on Android application using libgdx, when I use World.destroyBody( Body body ) method, once in a while the application suddenly shuts down.

Is there some setting I need to do with body collision or Box2DDebugRenderer before I destroy bodies?

Below is the source I use for destroying bodies.

private void deleteUnusedObject( ) {
    for( Iterator<Body> iter = mWorld.getBodies() ; iter.hasNext() ; ){
        Body body = iter.next( ) ;
        if( body.getUserData( ) != null ) {
            Box2DUserData data = (Box2DUserData) body.getUserData( ) ;
            if( ! data.getActFlag() ) {
                if( body != null ) {
                    mWorld.destroyBody( body ) ;
                }
            }
        }
    }
}

Thanks

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    \$\begingroup\$ Do you have any error messages? Why would you check if the body != null in the inner if statement when it is first used in your first if statement body.getUserData() != null. Second, what does mWorld.destroyBody( body ); do? Do you have any other threads running? \$\endgroup\$ Commented Mar 2, 2012 at 15:01
  • \$\begingroup\$ Do you do any contact filtering? When do you call deleteUnusedObjects? Are you sure youre not storing and using any references to destroyed bodies somewhere? \$\endgroup\$
    – Majd
    Commented Mar 4, 2012 at 12:16
  • 1
    \$\begingroup\$ Possible duplicate of What is the proper way to remove a box2d body from the world in libgdx? \$\endgroup\$
    – Anko
    Commented Nov 7, 2015 at 19:13

5 Answers 5

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If you are trying to destroy the body in a CollisonEvent, this happens mid-step so you can't do that. Your best bet is to build a list of objects you would like to destroy and have them removed next frame.

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I also face the same problem in libgdx. But I found an alternate solution about this is. The following is the way to work same as destroyBody

world.step(0,0,0);
body.setActive(false);

this will made body inactive in the physics world and in the dispose method we destroy the body.

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Make sure you are not trying to destroy the body inside of world.step(). If you are destroying it from a ContactListener or something similar, you'll have to mark the body to be destroyed later and not during world.setp().

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In your render method check if the world is locked, with world.islocked(), if it isn´t locked, and call immediatly the destroy body.

I suppose that you error is an assertion from Box2D

render(float arg0)
{
       if(!world.isLocked())
       {
            destroy your bodies here
            .
            .
            .

        }
}
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This is the best way to do it, i read it in the Box2D manual. You have to call this just after CURRENT_WORLD.step(..,...,...);

Iterator<Body> i = mWorld.getBodies();
Body node=i.next();
while (i.hasNext()) {
    Body oBj=node;
    node=i.next();
    Box2DUserData data = (Box2DUserData ) oBj.getUserData();
    if(data!=null  &&  !data.getActFlag()){
        mWorld.destroyBody(oBj);                
    }
}
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