Report any bugs here and we'll post fixes
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by Bird » Fri Nov 29, 2013 2:01 pm
Hi Julio,
I've found mesh that causes Newton to crash during a call to NewtonCreateConvexHull() with tolerance set to 0. There's no crash if I set tolerance to 0.0001 though. I can't find where it's crashing in debug mode or release mode. I have Newton wired to throw an exception to my code if a dgAssert is encountered but none is thrown.
Here's a slightly reduced version of the mesh in OFF format. If I reduce it much further then there's no crash
http://hurleyworks.com/downloads/Beetle.zip-Bird
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Bird
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by Julio Jerez » Fri Nov 29, 2013 2:32 pm
I just loaded, and add tshi test code to the editor,
- Code: Select all
bool OffImport::Import (const char* const fileName, dPluginInterface* const interface)
{
dScene* const scene = interface->GetScene();
dAssert (scene);
NewtonWorld* const world = scene->GetNewtonWorld();
NewtonMesh* mesh = NewtonMeshLoadOFF (world, fileName);
if (mesh) {
// some OFF files are vert dirty, make sure we do not have any degenerated faces
NewtonCollision* collision = NewtonCreateConvexHullFromMesh (world, mesh, 0, 0);
NewtonMesh* mesh1 = NewtonMeshCreateFromCollision(collision);
NewtonMeshDestroy(mesh);
NewtonDestroyCollision(collision);
mesh = mesh1;
NewtonMeshFixTJoints (mesh);
and I was able to load it withoput problems
this is how the convex looks like
- widget.png (96.09 KiB) Viewed 7137 times
I chek in that hack, if you sync and build the editor in debug, you soudl be ably to test any mesh you have problem an dsee if teh bug happen before
you post the sample
please see if you can make the crash happen in the editor.
if it does not happen, maybe you cna past teh same code that you are using and see if the crash happens.
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Julio Jerez
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by Julio Jerez » Fri Nov 29, 2013 2:53 pm
I looked at this site,
https://www.lightwave3d.com/lightwave_sdk/I see that lightwave has an SDK, I has not downloaded it but I wodner if it is Free, if I can write a pluig to load and save .lwo file?
but maybe required lightwave to be installed.
It wil be cool if I can test the same source data for these bugs.
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Julio Jerez
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by Bird » Fri Nov 29, 2013 3:52 pm
Julio Jerez wrote:I looked at this site,
https://www.lightwave3d.com/lightwave_sdk/I see that lightwave has an SDK, I has not downloaded it but I wodner if it is Free, if I can write a pluig to load and save .lwo file?
but maybe required lightwave to be installed.
It wil be cool if I can test the same source data for these bugs.
Yes, the LW SDK is free to anyone to use. You can also download a 30 trial for LW at
https://www.lightwave3d.com/try/OpenCTM has some useful code that I use for loading/saving LWO, which is binary iFF format and is not the easiest thing to learn.
http://openctm.sourceforge.net/Also there's a slightly out of date sample lwo loader plugin written in c in the LW SDK/Samples/Utility/lwobject folder. The "FIle Formats" section of the LW SDK describes the format but is slightly out of data. One thing I know that has changed since the docs were written is the max vertices allowed per polygon. I believe it's 65,535 now instead of the 1024 mentioned in the docs.
I have a very simple LWO reader ( just points and polys ) that I'd be happy to share with you but it's dependent on juce core lib so I don't know if you'd be interested
http://www.juce.com/about-juceIf you need any help at all with this please let me know.
-Bird
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Bird
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by Bird » Fri Nov 29, 2013 4:29 pm
I chek in that hack, if you sync and build the editor in debug, you soudl be ably to test any mesh you have problem an dsee if teh bug happen before
you post the sample
please see if you can make the crash happen in the editor.
if it does not happen, maybe you cna past teh same code that you are using and see if the crash happens.
My bad. I uploaded the wrong version of the Beetle. That one doesn't crash for me either. I uploaded the proper version just now so please try again.
http://hurleyworks.com/downloads/Beetle.zipI'm not able to build the Model Editor projects cause there's no solution file yet for vs2010 Express.
-Bird
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Bird
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by Julio Jerez » Fri Nov 29, 2013 6:52 pm
Ha ok, this one reproduce the crash.
Fixed, sync again.
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Julio Jerez
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by Julio Jerez » Fri Nov 29, 2013 10:32 pm
Ups, I forget to check in the fix, if you synced before, please do it again.
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Julio Jerez
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by Bird » Sat Nov 30, 2013 12:55 pm
Julio Jerez wrote:Ups, I forget to check in the fix, if you synced before, please do it again.
Works fine now. Thanks for the fix!
-Bird
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Bird
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by zak » Fri Oct 10, 2014 4:19 am
alden wrote:A sporting game with ragdolls developed with custom joints.
With 2.35 i have obtained the needed precision only with exact solver.
I have obtained more than enough performance too.
So i have no reason to pass to iterative.
I think that for some situations exact solver remains the best solution,
but i am afraid, judging by your answer, that you no longer want to support it.
In the precedent post you assured that exact solver is still supported.
So why is it no longer working?
This is a my old post. alden, what does this mean?
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by manny » Fri Oct 10, 2014 6:12 am
zak wrote:This is a my old post. alden, what does this mean?
Probably a spam bot, I've deleted the post and locking this thread.
Thanks for the hint tho.
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