Access violation CalculateForcesGameMode

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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 1:07 pm

I'll have to rebuild all with dll it will take about an hour.

I don't understand I still have the scale issue (the bones are not reacting correctly) but I could not reproduce the crash for now.
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 1:13 pm

for now this is not specially ragdolls just a test of joints created on the skeleton.
Yes I've seen your demo code and I keep it in mind for later :)

this is your function for mouse, but the fonction moves a body with a joint linked to the picked body.
and this is applied in the forceAndTorque callback of the body.
Anyway the problem here is not related to the mouse picking I just forgot to remove it from the demo :)
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 1:16 pm

well than maybe is because I added functions to newton DLL,
please link the new DLL so that I can see what is wrong.
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 2:16 pm

you can download the engine dll here : http://arkeon.dyndns.org/scol/so3engine.rar
and replace it in the plugins folder of the sample.

It doesn't crash anymore, don't know why ^^ did you make change somewhere for this ?
Still the scaling issue. if you want I can build a dll without scaling on bodies to see the difference.
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 2:34 pm

The change I made was in the demos, and the second change will no affect you unless you set the callback on a listener. I do no think the change is why is no crashing.

can you make a video that show the difference with and without scaling, so that I can see what I am looking for?
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 2:40 pm

after I copied the new DLL now is no exploding when I pick the skeleton wit the mouse, so that seem good. it is still jittering when I pick it

What I am suppose to look at?
make a video that show the different with and with out scaling
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 2:45 pm

with scaling enable some bones are passing though the ground.

here a dll with scaling disable so you can see the difference : http://arkeon.dyndns.org/scol/so3engine_noscale.rar
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 2:55 pm

let me ask something. Are you scaling the collision a contraction of articulated bodies?
if you do that and you do not scale the parameters of the joint, then the result will be unpredictable.

The flowing diagram, m explain what I mean
Untitled.png
Untitled.png (7.72 KiB) Viewed 8175 times


basically the pivot for the scale body state I place, b the body change dimension and will behave very differently.
I do no think there is a logical way to that systematically, because scale one body does not change it location, and will no change the location of nearly connected bodies.

If this is what you are trying to do I am afraid you will have to
-destroy the joints,
-scale the bodies
-relocate the bodies to the correct new pivot
-Reconnect then with joints

The engine does not deal with that. To me that's a specific end application need that can be done using the engine tools.
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 2:57 pm

what I do not understand is what do you mean scaling enable, they is no scaling enable in the engine.
are you talking of you scaled one body.
how do I see the collision mesh?
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 3:59 pm

what I call scaling enable is that I apply a scale on the collision. when disable I generate the collision shape with the object scale directly, so I don't use the collision scale function.

the really weird thing is all this bodies have a 1:1 scale ratio, so the NewtonBodySetCollisionScale is called with a vector of 1 : 1 : 1 ^^

to see the collisions shape replace this file : http://arkeon.dyndns.org/scol/ragdoll.xos
in the partition/demos directory
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 4:09 pm

I can't see anything this is how the image look
Untitled.png
Untitled.png (65.73 KiB) Viewed 8171 times


you have to make those test easier for me to test, because is it a lot of work just to insulate where the problem is.
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 4:11 pm

just make two video so that I can see what is the different between the two.

you say that you just call scale and one different that the other.
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 4:13 pm

Re download the file again, I've hidden the ground too.

in the file partition\tools\os3dplugins\physic\physicstructure\cphysicstructure.pkg
add the line again : 204 "if (stage > 4) then nil else"
this is the number of hierarchy generated bones. This limit the number of bones.
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Re: Access violation CalculateForcesGameMode

Postby Julio Jerez » Wed Sep 24, 2014 5:12 pm

the moment I touch the file wit the mouse I get the huge explosion.
aren't you getting that?
can you make the two video so that I can see what the different is?
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Re: Access violation CalculateForcesGameMode

Postby arkeon » Wed Sep 24, 2014 5:16 pm

just got the virtual call exception again... but only in release mode, I'll try to catch it in release with debug infos.
Yes I'm building to make videos :)

I didn't tried to click the model. just let it fall.
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