Fix physics recorder crash when bodies are disposed during capture
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Build / build (push) Successful in 1m31s
Added defensive checks and try-catch to handle race conditions where physics bodies are disposed between the filter check and property access. This commonly happens with projectiles and destroyed asteroids. Changes: - Added null/undefined check for physicsBody in filter - Added transformNode existence check before access - Wrapped capture logic in try-catch to skip disposed objects - Continue loop instead of crashing when object is disposed Fixes TypeError: Cannot read properties of undefined (reading 'transformNode') 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -155,61 +155,71 @@ export class PhysicsRecorder {
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const objects: PhysicsObjectState[] = [];
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// Get all physics-enabled meshes
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const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null);
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const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null && mesh.physicsBody !== undefined);
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for (const mesh of physicsMeshes) {
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const body = mesh.physicsBody!;
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const body = mesh.physicsBody;
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// Get position
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const pos = body.transformNode.position;
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// Get rotation as quaternion
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let quat = body.transformNode.rotationQuaternion;
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if (!quat) {
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// Convert Euler to Quaternion if needed
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const rot = body.transformNode.rotation;
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quat = Quaternion.FromEulerAngles(rot.x, rot.y, rot.z);
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// Double-check body still exists and has transformNode (can be disposed between filter and here)
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if (!body || !body.transformNode) {
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continue;
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}
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// Get velocities
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const linVel = body.getLinearVelocity();
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const angVel = body.getAngularVelocity();
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try {
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// Get position
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const pos = body.transformNode.position;
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// Get mass
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const mass = body.getMassProperties().mass;
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// Get rotation as quaternion
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let quat = body.transformNode.rotationQuaternion;
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if (!quat) {
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// Convert Euler to Quaternion if needed
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const rot = body.transformNode.rotation;
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quat = Quaternion.FromEulerAngles(rot.x, rot.y, rot.z);
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}
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// Get restitution (from shape material if available)
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let restitution = 0;
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if (body.shape && (body.shape as any).material) {
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restitution = (body.shape as any).material.restitution || 0;
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// Get velocities
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const linVel = body.getLinearVelocity();
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const angVel = body.getAngularVelocity();
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// Get mass
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const mass = body.getMassProperties().mass;
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// Get restitution (from shape material if available)
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let restitution = 0;
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if (body.shape && (body.shape as any).material) {
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restitution = (body.shape as any).material.restitution || 0;
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}
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objects.push({
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id: mesh.id,
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position: [
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parseFloat(pos.x.toFixed(3)),
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parseFloat(pos.y.toFixed(3)),
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parseFloat(pos.z.toFixed(3))
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],
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rotation: [
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parseFloat(quat.x.toFixed(4)),
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parseFloat(quat.y.toFixed(4)),
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parseFloat(quat.z.toFixed(4)),
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parseFloat(quat.w.toFixed(4))
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],
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linearVelocity: [
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parseFloat(linVel.x.toFixed(3)),
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parseFloat(linVel.y.toFixed(3)),
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parseFloat(linVel.z.toFixed(3))
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],
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angularVelocity: [
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parseFloat(angVel.x.toFixed(3)),
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parseFloat(angVel.y.toFixed(3)),
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parseFloat(angVel.z.toFixed(3))
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],
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mass: parseFloat(mass.toFixed(2)),
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restitution: parseFloat(restitution.toFixed(2))
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});
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} catch (error) {
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// Physics body was disposed during capture, skip this object
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continue;
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}
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objects.push({
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id: mesh.id,
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position: [
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parseFloat(pos.x.toFixed(3)),
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parseFloat(pos.y.toFixed(3)),
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parseFloat(pos.z.toFixed(3))
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],
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rotation: [
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parseFloat(quat.x.toFixed(4)),
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parseFloat(quat.y.toFixed(4)),
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parseFloat(quat.z.toFixed(4)),
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parseFloat(quat.w.toFixed(4))
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],
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linearVelocity: [
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parseFloat(linVel.x.toFixed(3)),
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parseFloat(linVel.y.toFixed(3)),
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parseFloat(linVel.z.toFixed(3))
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],
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angularVelocity: [
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parseFloat(angVel.x.toFixed(3)),
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parseFloat(angVel.y.toFixed(3)),
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parseFloat(angVel.z.toFixed(3))
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],
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mass: parseFloat(mass.toFixed(2)),
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restitution: parseFloat(restitution.toFixed(2))
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});
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}
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const snapshot: PhysicsSnapshot = {
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