lucas95123 / bullet

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COLLADA loader crash #306

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
COLLADA loader erroneously assumes that all rigid bodies were created
through the DOM and crashes if it doesn't find corresponding DOM info 
for a rigid body. This causes problems if some objects were created outside
the COLLADA file but in the same world.

What steps will reproduce the problem?
1. Create a rigid body from C 
2. Load COLLADA file with constraints using the converter class
3. Crash when the code reaches the findRigid_body() function

What version of the product are you using? On what operating system?

2.75, 32bit Linux

Patch is attached.

Original issue reported on code.google.com by jan.ci...@gmail.com on 8 Nov 2009 at 3:03

Attachments:

GoogleCodeExporter commented 8 years ago

Thanks for the report and patch, I'll make sure it gets applied before next 
release.

Original comment by erwin.coumans on 12 Nov 2009 at 7:27

GoogleCodeExporter commented 8 years ago

The patch has been applied, thank a lot.
http://code.google.com/p/bullet/source/detail?r=1860

Note that we are going to provide a new binary physics format for Bullet 
(.bullet) in 
an upcoming version. It will be natively supported as part of the core SDK.

See Issue 308

Original comment by erwin.coumans on 21 Dec 2009 at 10:56

GoogleCodeExporter commented 8 years ago
Thanks!

The native format is good news. The main issue for me was the availability of
exporters - COLLADA allows exporting both the geometry to be loaded by the 
graphic
engine and also the physics at the same time. This is essential for complex 
models,
where there is separate geometry for the visualization and simplified set of 
shapes
for the physics simulation and they need to be kept consistent. COLLADA 
exporters and
tools leave things to be desired, though. 

Original comment by jan.ci...@gmail.com on 21 Dec 2009 at 11:20

GoogleCodeExporter commented 8 years ago

What tools are you using? If you are using Blender, there is already a parser 
that can 
extract all information from a .blend file, including Bullet physics data. See 
http://gamekit.googlecode.com

If you are using Maya, Max etc. you could use FBX and upcoming .bullet format, 
and find 
the matching graphics geometry <-> physics geometry by node name.

Original comment by erwin.coumans on 22 Dec 2009 at 6:45