Closed GoogleCodeExporter closed 9 years ago
Example: http://www.youtube.com/watch?v=YiJt5vi0Xho
Original comment by tera...@gmail.com
on 14 Dec 2012 at 10:46
Thanks. I'll look into this.
Original comment by xexu...@gmail.com
on 17 Dec 2012 at 8:49
Can I just confirm that this is against the latest head revision of code,
rather than the prebuilt version from Downloads? Thanks.
Original comment by xexu...@gmail.com
on 17 Dec 2012 at 10:22
This is against revision 173 add a missing condition in penetration depth
solver.. fixes some convex shapes passing through each other.
(just a note, the convex hulls are working OK, if I convert it to a convex
hull, it collides OK)
Original comment by tera...@gmail.com
on 18 Dec 2012 at 2:34
I've had a look and can't see anything obviously wrong based on a comparison of
the code. I did notice that the xna shape drawer seemed to have issues with
drawing triangle meshes like that, but I think thats just a graphical issue.
Do you have have your model vertex/index data as a file that you could attach
so that I can build a testcase for it?
Thanks.
Original comment by xexu...@gmail.com
on 18 Dec 2012 at 10:16
Indices and Vertices passed.
Original comment by tera...@gmail.com
on 19 Dec 2012 at 4:18
Attachments:
Also.. I'm seeing quite a bit of this:
unconservative Y, diffY = 5.960464E-08, oldY=-0.9389408,newY=-0.9389408
unconservative Y, diffY = 9.536743E-07, oldY=14.33049,newY=14.33049
unconservative X, diffX = 7.152557E-07, oldX=2.816294,newX=2.816293
unconservative Y, diffY = 9.536743E-07, oldY=14.33245,newY=14.33245
Original comment by tera...@gmail.com
on 19 Dec 2012 at 4:19
Thanks,
I've created a demo project : BvhBugDemo that has your shape in it.
it has 2 options, creating the shape from a list of floats (your example) and
also from a list of IndexedVector3 (just to test)
As far as I can see the shape displays normally, both in solid and wireframe
mode (and the normals are correct in wire frame).
I also tried it with a standard TriangleMesh rather than the Bvh version, and
this did show up an issue with list of floats (list of vector3s worked) .
Could you have a look at the demo (and the other minor checkins) and see if it
represents your bug and if you still see an error?
Those log outputs are a bit odd, but I think are reasonable outputs based on
the quantization. I've disabled the debug output in QuantizedBvh by default
now, so you shouldn't get those lines.
Thanks
Original comment by xexu...@gmail.com
on 19 Dec 2012 at 9:32
When trying the demo as is, it worked better then what I'm seeing in my
application but it wasn't right as demonstrated:
http://www.youtube.com/watch?v=dqwdDOse6WM
Original comment by tera...@gmail.com
on 19 Dec 2012 at 10:16
If I tweak the demo to use floats and bvhTriangleMesh, it exhibits what I'm
seeing in my application.
Demo:
http://www.youtube.com/watch?v=v6fACDIhHZw
Original comment by tera...@gmail.com
on 19 Dec 2012 at 10:21
My Tweaked BvhBugDemo.
Original comment by tera...@gmail.com
on 19 Dec 2012 at 10:23
Attachments:
Thanks. I've been able to re-create the issue with thrown boxes sometimes going
through or getting stuck in the shape, both as tri-mesh and bvh mesh. Will
continue working on it.
Original comment by xexu...@gmail.com
on 20 Dec 2012 at 9:12
Ok, as bizarre as it sounds it looks like the issue is/was with the continuous
collision detection (ccd) values for the shootbox in the demo.... I updated
those to be the same as the C++ version and I stopped getting objects going
through the main shape.
I also applied the c# values to the C++ demo and got the same behaviour with
objects going through the main shape.
I've checked in a slighly updated version of the base DemoApplication class
with this fix. I've also fixed a couple of other issues that I came across
when I was investigating this. One of which was the incorrect buildling of the
tri-mesh when just using floats (as opposed to vector3)
Can you give it a try when you get chance and let me know of any more problems.
Thanks.
Original comment by xexu...@gmail.com
on 21 Dec 2012 at 4:07
bizarre or not, it solved the issue.
Thanks.
http://www.youtube.com/watch?v=k37DZHKWksg
Original comment by tera...@gmail.com
on 21 Dec 2012 at 8:16
Original comment by xexu...@gmail.com
on 21 Dec 2012 at 11:17
Original issue reported on code.google.com by
tera...@gmail.com
on 14 Dec 2012 at 10:03