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GetCollider()->IntersectsPoint() does not work correctly in release mode sometimes


Dreikblack
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I'm not sure what's exact conditions when it does not work but manage to reproduce it when model with detection collider is a green in debug before target brush moves beside its area and in a release is a red (not detecting) 90% of time in same conditions when it should be a green.

btw i don't know why model is not transparent. Somehow it's still working in my game but not in example.

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.8);
    camera->Turn(35, 0, 0);
    camera->Move(2, 0, -2);
    camera->SetRefraction(true);

    //Create light
    auto light = CreateBoxLight(world);
    light->SetRange(-20, 20);
    light->SetArea(20, 20);
    light->SetRotation(35, 35, 0);

    auto unlitMaterial = CreateMaterial();
    auto unlitShader = LoadShaderFamily("Shaders/Unlit.json");
    unlitMaterial->SetShaderFamily(unlitShader);

    int width = 2, height = 1, length = 3;
    auto model = CreateModel(world);
    auto mesh = model->AddMesh();

    mesh->AddVertex(0, 0, 0); //S
    mesh->AddVertex(-width * 0.5, -height * 0.5, length);//NW
    mesh->AddVertex(width * 0.5, -height * 0.5, length);//NE

    mesh->AddPrimitive(2, 1, 0);//S , NW, NE

    mesh->AddVertex(-width * 0.5, height * 0.5, length);//NW h
    mesh->AddVertex(width * 0.5, height * 0.5, length);//NE h

    mesh->AddPrimitive(0, 3, 4);//S , NW h, NE h

    mesh->AddPrimitive(0, 1, 3);//left

    mesh->AddPrimitive(4, 3, 1); //"face"
    mesh->AddPrimitive(2, 4, 1); //"face"


    mesh->AddPrimitive(0, 4, 2); //"right"

    auto& mat = unlitMaterial;
    mat->SetTransparent(true);
    model->SetMaterial(mat);
    model->SetColor(0.5f, 0.8f, 0, 0.25f);
    model->SetPosition(0, 0, 0);

    auto collider = CreateConvexHullCollider(mesh);
    model->SetCollider(collider);

    Vec3 targetPos(0, 0, 0);
    auto box = CreateBox(world, 0.1f);
    box->SetPosition(targetPos);
    auto mover = box->AddComponent<Mover>();
    mover->movementspeed.x = 1.5f;

    model->Turn(0, 90, 0);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        targetPos = box->GetPosition();
        auto newTargetPos = TransformPoint(targetPos, NULL, model);

        bool isInside = model->GetCollider()->IntersectsPoint(newTargetPos);
        if (isInside)
        {
            model->SetColor(0, 1, 0, 1);
        }
        else {
            model->SetColor(1, 0, 0, 1);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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  • 2 weeks later...

I can confirm the behavior is different in debug and release, but it looks like this is due to a missing implementation for convex hulls, maybe.

I found this in the header for NewtonCollisionClosestPoint:

Quote

the current implementation of this function does not work on collision trees, or user define collision.

It makes sense that collision trees would not work, because that is a polygon mesh with no volume. However, it seems like convex hulls should be fine. "User-defined" collision is something else in Newton, using a user-defined callback for custom collisions.

Here is my test program:

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.8);
    camera->Move(3, 0, -2);
    camera->SetDebugPhysicsMode(true);

    auto unlitMaterial = CreateMaterial();
    auto unlitShader = LoadShaderFamily("Shaders/Unlit.json");
    unlitMaterial->SetShaderFamily(unlitShader);

    int width = 2, height = 1, length = 3;
    auto model = CreateModel(world);
    auto mesh = model->AddMesh();

    mesh->AddVertex(0, 0, 0); //S
    mesh->AddVertex(-width * 0.5, -height * 0.5, length);//NW
    mesh->AddVertex(width * 0.5, -height * 0.5, length);//NE

    mesh->AddPrimitive(2, 1, 0);//S , NW, NE

    mesh->AddVertex(-width * 0.5, height * 0.5, length);//NW h
    mesh->AddVertex(width * 0.5, height * 0.5, length);//NE h

    mesh->AddPrimitive(0, 3, 4);//S , NW h, NE h

    mesh->AddPrimitive(0, 1, 3);//left

    mesh->AddPrimitive(4, 3, 1); //"face"
    mesh->AddPrimitive(2, 4, 1); //"face"


    mesh->AddPrimitive(0, 4, 2); //"right"

    world->SetAmbientLight(1);

    //auto& mat = unlitMaterial;
    auto mat = CreateMaterial();
    mat->SetTransparent(true);
    model->SetMaterial(mat);
    //model->SetColor(0.5f, 0.8f, 0, 0.25f);
    model->SetPosition(0, 0, 0);

    auto collider = CreateConvexHullCollider(mesh);
    model->SetCollider(collider);

    Vec3 targetPos(-2, 0, 0);
    auto box = CreateBox(world, 0.1f);
    box->SetPosition(targetPos);
    auto mover = box->AddComponent<Mover>();
    mover->movementspeed.x = 0.2;

    model->Turn(0, 90, 0);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        targetPos = box->GetPosition();
        auto newTargetPos = TransformPoint(targetPos, nullptr, model);

        bool isInside = model->GetCollider()->IntersectsPoint(newTargetPos);
        if (isInside)
        {
            model->SetColor(0, 0.5, 0, 0.5);
        }
        else {
            model->SetColor(0.5,0.5,0.5,0.5);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 2 weeks later...

This example better demonstrates the problem:

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.8);
    camera->Move(3, 0, -2);
    camera->SetDebugPhysicsMode(true);
    camera->AddComponent<CameraControls>();

    auto unlitMaterial = CreateMaterial();
    auto unlitShader = LoadShaderFamily("Shaders/Unlit.json");
    unlitMaterial->SetShaderFamily(unlitShader);

    int width = 2, height = 1, length = 3;
    auto model = CreateModel(world);
    auto mesh = model->AddMesh();

    mesh->AddVertex(0, 0, 0); //S
    mesh->AddVertex(-width * 0.5, -height * 0.5, length);//NW
    mesh->AddVertex(width * 0.5, -height * 0.5, length);//NE

    mesh->AddPrimitive(2, 1, 0);//S , NW, NE

    mesh->AddVertex(-width * 0.5, height * 0.5, length);//NW h
    mesh->AddVertex(width * 0.5, height * 0.5, length);//NE h

    mesh->AddPrimitive(0, 3, 4);//S , NW h, NE h

    mesh->AddPrimitive(0, 1, 3);//left

    mesh->AddPrimitive(4, 3, 1); //"face"
    mesh->AddPrimitive(2, 4, 1); //"face"


    mesh->AddPrimitive(0, 4, 2); //"right"

    world->SetAmbientLight(1);

    //auto& mat = unlitMaterial;
    auto mat = CreateMaterial();
    mat->SetTransparent(true);
    model->SetMaterial(mat);
    //model->SetColor(0.5f, 0.8f, 0, 0.25f);
    model->SetPosition(0, 0, 0);

    auto collider = CreateConvexHullCollider(mesh);
    model->SetCollider(collider);

    Vec3 targetPos(-1, 0, 0);
    auto box = CreateBox(world, 0.1f);
    box->SetPosition(targetPos);
    auto mover = box->AddComponent<Mover>();
    //mover->movementspeed.x = 0.2;

    model->Turn(0, 90, 0);

    auto ball = CreateSphere(world, 0.055);
    ball->SetColor(1, 0, 0);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        targetPos = box->GetPosition();
        auto newTargetPos = TransformPoint(targetPos, nullptr, model);

        if (window->KeyDown(KEY_RIGHT)) box->Move(0.02, 0, 0);
        if (window->KeyDown(KEY_LEFT)) box->Move(-0.02, 0, 0);
        if (window->KeyDown(KEY_UP)) box->Move(0,0.02, 0);
        if (window->KeyDown(KEY_DOWN)) box->Move(0,-0.02, 0);

        auto p = model->GetCollider()->ClosestPoint(newTargetPos);
        p = TransformPoint(p, model, nullptr);
        ball->SetPosition(p);

        bool isInside = model->GetCollider()->IntersectsPoint(newTargetPos);
        if (isInside)
        {
            model->SetColor(0, 0.5, 0, 0.5);
        }
        else {
            model->SetColor(0.5, 0.5, 0.5, 0.5);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 4 weeks later...

Same problem with Brush

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.8);
    camera->Move(3, 0, -2);
    camera->SetDebugPhysicsMode(true);

    auto unlitMaterial = CreateMaterial();
    auto unlitShader = LoadShaderFamily("Shaders/Unlit.json");
    unlitMaterial->SetShaderFamily(unlitShader);

    int width = 2, height = 1, length = 3;
    auto brush = CreateBrush(world);

    brush->AddVertex(0, 0, 0); //S
    brush->AddVertex(-width * 0.5, -height * 0.5, length);//NW
    brush->AddVertex(width * 0.5, -height * 0.5, length);//NE

    auto face = brush->AddFace();
    face->AddIndice(0);//S
    face->AddIndice(1);//NW
    face->AddIndice(2);//NE

    brush->AddVertex(-width * 0.5, height * 0.5, length);//NW h
    brush->AddVertex(width * 0.5, height * 0.5, length);//NE h

    face = brush->AddFace();
    face->AddIndice(0);//S
    face->AddIndice(3);//NW h
    face->AddIndice(4);//NE h

    face = brush->AddFace();//left
    face->AddIndice(0);
    face->AddIndice(1);
    face->AddIndice(3);

    face = brush->AddFace();//"face"
    face->AddIndice(1);
    face->AddIndice(2);
    face->AddIndice(4);
    face->AddIndice(3);

    face = brush->AddFace();//right
    face->AddIndice(2);
    face->AddIndice(4);
    face->AddIndice(0);

    //Finalize the coneModel
    brush->Build();

    world->SetAmbientLight(1);

    //auto& mat = unlitMaterial;
    auto mat = CreateMaterial();
    mat->SetTransparent(true);
    brush->SetMaterial(mat);
    //model->SetColor(0.5f, 0.8f, 0, 0.25f);
    brush->SetPosition(0, 0, 0);


    Vec3 targetPos(-2, 0, 0);
    auto box = CreateBox(world, 0.1f);
    box->SetPosition(targetPos);
    auto mover = box->AddComponent<Mover>();
    mover->movementspeed.x = 0.2;

    brush->Turn(0, 90, 0);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        targetPos = box->GetPosition();
        auto newTargetPos = TransformPoint(targetPos, nullptr, brush);

        bool isInside = brush->GetCollider()->IntersectsPoint(newTargetPos);
        if (isInside)
        {
            brush->SetColor(0, 0.5, 0, 0.5);
        }
        else {
            brush->SetColor(0.5, 0.5, 0.5, 0.5);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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