Closed TrevorCash closed 4 years ago
that looks wrong, somehow a joint is twice in the list, that a big problem. there is nothing especial about cylinders. it is reproducible?
I'll look into it further - weirdly - it is only happening when I attach a kinematics joint to the body. again it only happens when the body is a cylinder and does not happen when the body is a compound in my test case.
I have not changed my contact parsing code in a long time - but Its possible there is a bug there.
I just pushed my project up too. if I switch shapes to "gear_medium" shown in this code:
(commit: be7fe45bee31d83b221c8809def7aaac653aff9d)
The assert happens consistently. In the game you have to pick up the object with left click though.
Like you say though I don't think its the shape. Because the NewtonPhysicsTests Demos work when you right click spawn the assortment of objects.
Hi Julio,
I have been testing against various versions of newton the crash is always there - There are too many contacts.
Sometimes I get the crash in dgWorld::FlushCache(), the function tried to delete all contacts but the contactList.m_contactCount is still > 0 which causes an assert.
Other times I get a crash in dgBroadPhase::SanityCheck().
Both seem to be the same problem.
I have tried commenting out my NewtonProcessCantacts callback, the issue is still there. It only happens after I delete a body and create a new one. Could it be I need to manually destroy contacts in my code? So far I am letting newton handle it.
Thanks, Trevor
After looking further it this behavioral only happens after the changes introduced between
newton commit: 6f7d3bf1b7ffc030fb3a6e2fa588c561b13ea338
and
newton commit: 2a50b8236f131ee9fd6cb906b2f0a8b5c3f2ad04
Which makes sense because of the changes in dgContact.
for now I am using commit: 2a50b8236f131ee9fd6cb906b2f0a8b5c3f2ad04
I have not have time to check the error, but that last observation you made is a good clue to the reason of the bug. What happen is that I made a changed that replaced the contact list with a contact array, this is faster but it lose the ability to delete contact in constant time. So I added a flag the mark the contact dead. But there may be a bad bug with deleting a body yes, I will check this Saturday.
Thanks a bunch!
in preparation to check these bug I clone your project again and using cmake x64 with the default setting I only got one compile error left
1>------ Build started: Project: TechGame, Configuration: Debug x64 ------ 1>ManipulationTool.cpp 1>c:\users\jjerez.bsg\documents\github\techgame\techgame\ManipulationTool.h(2): fatal error C1083: Cannot open include file: 'Urho3D/Urho3DAll.h': No such file or directory 1>NodeTools.cpp 1>c:\users\jjerez.bsg\documents\github\techgame\techgame\NodeTools.h(2): fatal error C1083: Cannot open include file: 'Urho3D/Urho3DAll.h': No such file or directory 1>Generating Code... 1>Done building project "TechGame.vcxproj" -- FAILED. .... .... 2>------ Skipped Build: Project: INSTALL, Configuration: Debug x64 ------ 2>Project not selected to build for this solution configuration ========== Build: 0 succeeded, 1 failed, 61 up-to-date, 1 skipped ==========
do you know who to fix that? also does the code that is committed generates these bugs?
Yeah just add this switch in cmake: -DURHO3D_MONOLITHIC_HEADER=ON
That enables the Urho3D/Urho3DAll.h header file. (its an option because it is slower to compile with the combined header. I use it for prototyping games though)
the full list of options I use is this:
-DURHO3D_CSHARP=OFF \
-DURHO3D_MONOLITHIC_HEADER=ON \
-DURHO3D_SAMPLES=ON \
-DURHO3D_WIN32_CONSOLE=ON \
-DURHO3D_WEBP=OFF \
-DURHO3D_NAVIGATION=OFF \
-DURHO3D_URHO2D=OFF \
-DURHO3D_NETWORK=OFF \
-DURHO3D_PROFILING=OFF \
-DNEWTON_WITH_AVX2_PLUGIN=ON \
-DNEWTON_DOUBLE_PRECISION=ON
I have a litle time to try this again. I set the options like you said and I now get these errors that I never seen before.
I type some lines in google and I get various opinion but not a definite answer as to what is it.
On Fri, Jul 19, 2019 at 11:41 AM Trevor Cash notifications@github.com wrote:
the full list of options I use is this:
-DURHO3D_CSHARP=OFF \ -DURHO3D_MONOLITHIC_HEADER=ON \ -DURHO3D_SAMPLES=ON \ -DURHO3D_WIN32_CONSOLE=ON \ -DURHO3D_WEBP=OFF \ -DURHO3D_NAVIGATION=OFF \ -DURHO3D_URHO2D=OFF \ -DURHO3D_NETWORK=OFF \ -DURHO3D_PROFILING=OFF \ -DNEWTON_WITH_AVX2_PLUGIN=ON \ -DNEWTON_DOUBLE_PRECISION=ON
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I am using vs 2017 professional.
On Tue, Jul 23, 2019 at 11:22 AM Julio Jerez jerezjulio0@gmail.com wrote:
I have a litle time to try this again. I set the options like you said and I now get these errors that I never seen before.
9>Error HRESULT E_FAIL has been returned from a call to a COM component. 9>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 10>------ Build started: Project: Assimp, Configuration: Debug x64 ------ 10>Error HRESULT E_FAIL has been returned from a call to a COM component. 10>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 11>------ Build started: Project: crnlib, Configuration: Debug x64 ------ 11>Error HRESULT E_FAIL has been returned from a call to a COM component. 11>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 12>------ Build started: Project: crunch, Configuration: Debug x64 ------ 12>Error HRESULT E_FAIL has been returned from a call to a COM component. 12>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 13>------ Skipped Build: Project: INSTALL, Configuration: Debug x64 ------ 13>Project not selected to build for this solution configuration ========== Build: 0 succeeded, 12 failed, 74 up-to-date, 1 skipped
I type some lines in google and I get various opinion but not a definite answer as to what is it.
On Fri, Jul 19, 2019 at 11:41 AM Trevor Cash notifications@github.com wrote:
the full list of options I use is this:
-DURHO3D_CSHARP=OFF \ -DURHO3D_MONOLITHIC_HEADER=ON \ -DURHO3D_SAMPLES=ON \ -DURHO3D_WIN32_CONSOLE=ON \ -DURHO3D_WEBP=OFF \ -DURHO3D_NAVIGATION=OFF \ -DURHO3D_URHO2D=OFF \ -DURHO3D_NETWORK=OFF \ -DURHO3D_PROFILING=OFF \ -DNEWTON_WITH_AVX2_PLUGIN=ON \ -DNEWTON_DOUBLE_PRECISION=ON
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hmm. Can you try building just rbfx? You can run cmake inside the rbfx folder and make a build directory inside that. just to make sure the base game engine builds. you can use default cmake parameters. the Urho3d project should build
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From: NewtonDynamics notifications@github.com Sent: Tuesday, July 23, 2019 12:17:19 PM To: MADEAPPS/newton-dynamics newton-dynamics@noreply.github.com Cc: Trevor Cash cashtrevor@msn.com; Author author@noreply.github.com Subject: Re: [MADEAPPS/newton-dynamics] Assert In dgBroadPhase::AttachNewContact (#174)
I am using vs 2017 professional.
On Tue, Jul 23, 2019 at 11:22 AM Julio Jerez jerezjulio0@gmail.com wrote:
I have a litle time to try this again. I set the options like you said and I now get these errors that I never seen before.
9>Error HRESULT E_FAIL has been returned from a call to a COM component. 9>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 10>------ Build started: Project: Assimp, Configuration: Debug x64 ------ 10>Error HRESULT E_FAIL has been returned from a call to a COM component. 10>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 11>------ Build started: Project: crnlib, Configuration: Debug x64 ------ 11>Error HRESULT E_FAIL has been returned from a call to a COM component. 11>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 12>------ Build started: Project: crunch, Configuration: Debug x64 ------ 12>Error HRESULT E_FAIL has been returned from a call to a COM component. 12>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 13>------ Skipped Build: Project: INSTALL, Configuration: Debug x64 ------ 13>Project not selected to build for this solution configuration ========== Build: 0 succeeded, 12 failed, 74 up-to-date, 1 skipped
I type some lines in google and I get various opinion but not a definite answer as to what is it.
On Fri, Jul 19, 2019 at 11:41 AM Trevor Cash notifications@github.com wrote:
the full list of options I use is this:
-DURHO3D_CSHARP=OFF \ -DURHO3D_MONOLITHIC_HEADER=ON \ -DURHO3D_SAMPLES=ON \ -DURHO3D_WIN32_CONSOLE=ON \ -DURHO3D_WEBP=OFF \ -DURHO3D_NAVIGATION=OFF \ -DURHO3D_URHO2D=OFF \ -DURHO3D_NETWORK=OFF \ -DURHO3D_PROFILING=OFF \ -DNEWTON_WITH_AVX2_PLUGIN=ON \ -DNEWTON_DOUBLE_PRECISION=ON
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for completion I try generating a visual studio 2015 solution but does not compile at all because I believe it uses cpp features not available in vs 2015. or maybe something else. by the errors are too many
17>C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx\Source\Tools\Editor\Pipeline\Pipeline.cpp(160): error C3538: in a declarator-list 'auto' must always deduce to the same type
On Tue, Jul 23, 2019 at 11:23 AM Julio Jerez jerezjulio0@gmail.com wrote:
I am using vs 2017 professional.
On Tue, Jul 23, 2019 at 11:22 AM Julio Jerez jerezjulio0@gmail.com wrote:
I have a litle time to try this again. I set the options like you said and I now get these errors that I never seen before.
9>Error HRESULT E_FAIL has been returned from a call to a COM component. 9>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 10>------ Build started: Project: Assimp, Configuration: Debug x64 ------ 10>Error HRESULT E_FAIL has been returned from a call to a COM component. 10>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 11>------ Build started: Project: crnlib, Configuration: Debug x64 ------ 11>Error HRESULT E_FAIL has been returned from a call to a COM component. 11>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 12>------ Build started: Project: crunch, Configuration: Debug x64 ------ 12>Error HRESULT E_FAIL has been returned from a call to a COM component. 12>Error: Error HRESULT E_FAIL has been returned from a call to a COM component. 13>------ Skipped Build: Project: INSTALL, Configuration: Debug x64 ------ 13>Project not selected to build for this solution configuration ========== Build: 0 succeeded, 12 failed, 74 up-to-date, 1 skipped
I type some lines in google and I get various opinion but not a definite answer as to what is it.
On Fri, Jul 19, 2019 at 11:41 AM Trevor Cash notifications@github.com wrote:
the full list of options I use is this:
-DURHO3D_CSHARP=OFF \ -DURHO3D_MONOLITHIC_HEADER=ON \ -DURHO3D_SAMPLES=ON \ -DURHO3D_WIN32_CONSOLE=ON \ -DURHO3D_WEBP=OFF \ -DURHO3D_NAVIGATION=OFF \ -DURHO3D_URHO2D=OFF \ -DURHO3D_NETWORK=OFF \ -DURHO3D_PROFILING=OFF \ -DNEWTON_WITH_AVX2_PLUGIN=ON \ -DNEWTON_DOUBLE_PRECISION=ON
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/MADEAPPS/newton-dynamics/issues/174?email_source=notifications&email_token=AB6EPJGAPHTWUCOYHEFRXJ3QAIDHNA5CNFSM4IEHCVP2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOD2MN66Q#issuecomment-513335162, or mute the thread https://github.com/notifications/unsubscribe-auth/AB6EPJCG2KDHXHO35G5UMPLQAIDHNANCNFSM4IEHCVPQ .
when I do that it does compile yes. some warnings but I see the in many other projects too. I guess the rbtx is the core urtho project engine because I do not see any of the newton or the TexcGame projects.
Yes rbfx is a newer version of the Urho3D project. the TechGame project has rbfx as one of the submodules, as well as other plugins like rbfx-newton, etc..
rbfx uses c++17.
It is interesting you can build the rbfx project but not the entire TechGame project.
It could be a visual studio versioning problem: I am using vs 2017 15.9.7.
also I am using cmake 3.12 but I dont think thats the problem.
if you want you can also test just the rbfx-newton plugin by making a folder structure like this:
MyTestSolution ->rbfx/... ->rbfx-newton/... ->CMakeLists.txt
then the resulting solution will have rbfx and rbfx-newton.
Thats the same pattern TechGame uses.
I suspect too this is a versioning shit from some sequrity nonsense. I tryied o do this in me lunch time from work, But I can try tonight at home with the free version of vs 2017.
Yeah that might be it. I am using community vs 2017.
I do not not get why getting this has been so hard, I try to clone again from home but I get a GitHub error, something like a sync point is missing, I can't get the exact error because giuthub does not let me copy from the screen, by if I ignore the error and try to create the solution, I get this cmake error.
CMake Error at CMakeLists.txt:14 (add_subdirectory): The source directory
D:/TechGame/rbfx-openvr
does not contain a CMakeLists.txt file.
Hi Julio,
It looks like somehow that submodule is not fully initialized. if you checkout the Stable branch I just pushed to, all submodules should be in order.
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From: NewtonDynamics notifications@github.com Sent: Friday, July 26, 2019 8:38:29 AM To: MADEAPPS/newton-dynamics newton-dynamics@noreply.github.com Cc: Trevor Cash cashtrevor@msn.com; Author author@noreply.github.com Subject: Re: [MADEAPPS/newton-dynamics] Assert In dgBroadPhase::AttachNewContact (#174)
I do npt not get why thsi has been so hard to get, I try to clone again form home by I get a GitHub error, that a sync point is missing, I can get the exact error because giuthub does no let you copy form the screen, by if I ignore the error and try to create the solution I get this error from cmake.
CMake Error at CMakeLists.txt:14 (add_subdirectory): The source directory
D:/TechGame/rbfx-openvr
does not contain a CMakeLists.txt file.
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this is what I see in teh github app..
C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-newton C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-openvr
@ -1 +1 @@ Subproject commit 9df35ac8d47cd1364831610eced4c38d96b8d86c Subproject commit da37977a6d21ac7af7a5a06600f03f24e271fe11 but is does not move pass that point even if I force to re clone.
you say this
if you checkout the Stable branch I just pushed to, all submodules should be in order.?
how do I do that?
git checkout Stable git submodule init
of the top of my head.
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this is what I see in teh github app..
C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-newton C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-openvr
@ -1 +1 @@ Subproject commit 9df35ac8d47cd1364831610eced4c38d96b8d86c Subproject commit da37977a6d21ac7af7a5a06600f03f24e271fe11 but is does not move pass that point even if I force to re clone.
if you checkout the Stable branch I just pushed to, all submodules should be in order.? how do I do that?
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Have you used a tool like GitKraken before? it makes working with submodules a little easier. all can be done with command line of course though.
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this is what I see in teh github app..
C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-newton C:\Users\jjerez.BSG\Documents\GitHub\TechGame\rbfx-openvr
@ -1 +1 @@ Subproject commit 9df35ac8d47cd1364831610eced4c38d96b8d86c Subproject commit da37977a6d21ac7af7a5a06600f03f24e271fe11 but is does not move pass that point even if I force to re clone.
if you checkout the Stable branch I just pushed to, all submodules should be in order.? how do I do that?
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From the root TechGame directory you can use:
git submodule update --init --recursive
if some submodules are not initialized
https://stackoverflow.com/questions/10168449/git-update-submodules-recursively
I believe this was fixed.
This assert only seems to come up when I have a cylinder object in the scene: