Crash with dynamic compounds

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Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 6:49 am

I am trying to create compound collision shapes, similar to the Convex Decomposition demo. However, when a character (kinematic collidable body) comes into contact with these compounds, it crashes at dgBroadphase.cpp, line 939
Code: Select all
if (constraint->GetId() == dgConstraint::m_contactConstraint) {

because 'constraint' is NULL.
No idea where the problem is (I am creating the convex decomposition like the sample does, using a mesh that I have previously tested as 'closed mesh')
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Re: Crash with dynamic compounds

Postby Julio Jerez » Fri Aug 14, 2015 8:50 am

you meant is a player collide with a object that has a joint the engine crash?
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Re: Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 10:34 am

I have not manually added any joints, it's just a kinematic character colliding with a dynamic body whose collision is a compound of convex hulls.
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Re: Crash with dynamic compounds

Postby Julio Jerez » Fri Aug 14, 2015 10:46 am

so If I place a compound object in the sand box demo, you are saying that it will crash.
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Re: Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 11:13 am

No, what I said is that I tried to setup things like in the demo, on the Newton version I have (3.13), and it tends to crash (it's not totally systematic, but very frequent). I have not been able to test it in the sandbox yet, sorry.
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Re: Crash with dynamic compounds

Postby Julio Jerez » Fri Aug 14, 2015 11:28 am

the simple player controller put a dynamics box, if you change that to a compound and may add more
maybe it can get recreated
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Re: Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 11:33 am

Ok, thanks, I will try that later and let you know
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Re: Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 12:11 pm

I tried to place one of the cows from the ConvexDecomposition demo into the AdvancedPlayerController demo and, although the controller goes a bit crazy when hitting the cow, it does not crash.
I will assume it is a setup problem on my side and check my code more thoroughly.
Assume a false alarm for the moment, if I still cannot find the problem I will test more on the sandbox and come back here :P
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Re: Crash with dynamic compounds

Postby Julio Jerez » Fri Aug 14, 2015 12:57 pm

the controller should go go crazy either, that would be a bug that can lead to a crash,
can you show me what you di so that I can do the same test?
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Re: Crash with dynamic compounds

Postby aitzolmuelas » Fri Aug 14, 2015 1:34 pm

'Go crazy' might not be the best way to describe it: basically the character cannot move the compound when touching it with the upper capsule, and it jerks up and down when touching it with the lower convex cast (the one that detects ground).
To reproduce it, I copied the CreateConvexAproximation function from ConvexApproximation.cpp to AdvancedPlayerController.cpp, then called it right after LoadPlayGroundScene is called (line 1125)
Code: Select all
CreateConvexAproximation ("cow.ngd", scene, dVector(0, 10, 0, 0), 1, "cow.tga");

The cow starts behind the player, close to the base of one of the ramps.
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