I am not sure if this is some more bad compound code or user error, can a code ninja let me know if I should work around or wait for a fix? #40767

Closed
opened 2014-06-23 08:50:43 +02:00 by Jacob Merrill · 9 comments

all versions of BGE

Compound objects together, remove object,(rigid bodies) then re attach in new point,

CompoundAssemblyV5_(1a)_(1).blend

I know the file is complicated,

It's a method to join compound objects and define the center of mass, and mass of "root object"

https://www.youtube.com/watch?v=ojv9-PJ-YlQ

in game

Left click=assemble
middle click=pick up/drop
Right click = divide compound into 2, or remove 1.

all versions of BGE Compound objects together, remove object,(rigid bodies) then re attach in new point, [CompoundAssemblyV5_(1a)_(1).blend](https://archive.blender.org/developer/F95326/CompoundAssemblyV5__1a___1_.blend) I know the file is complicated, It's a method to join compound objects and define the center of mass, and mass of "root object" https://www.youtube.com/watch?v=ojv9-PJ-YlQ in game Left click=assemble middle click=pick up/drop Right click = divide compound into 2, or remove 1.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1
Author

Watch video, see physics "ghosts""?

there is something imprinted on the child, that has to do with compound physics code.

I have been thinking what ever the bug is at play, it may be related to the compound physics causing crashing,

Can someone look it over and make sure it's not a user error?

(I printed a large set of debug data and there are no children on the object that is broken off and reparented, and the "root" object is brand new each assembly....)

our next step is just to spawn in new objects, transfer properties and delete old try to work around again, unless I can get some help....

it's holding back our game from placing on GreenLight.

so is this a bug or user error?

Watch video, see physics "ghosts""? there is something imprinted on the child, that has to do with compound physics code. I have been thinking what ever the bug is at play, it may be related to the compound physics causing crashing, Can someone look it over and make sure it's not a user error? (I printed a large set of debug data and there are no children on the object that is broken off and reparented, and the "root" object is brand new each assembly....) our next step is just to spawn in new objects, transfer properties and delete old try to work around again, unless I can get some help.... it's holding back our game from placing on GreenLight. so is this a bug or user error?
Author

Description of file
Tmesh (spawned by each component) a Triangle mesh "Jack" identifier (triangle meshes can't be compound assembled) that
has a Component(a rigid body) stored in it as Tmesh['Component']

Parent=
cast ray, did it hit a object with 'Tmesh' in it?

if so

Component 1= sens.hitObject

cast ray from Component 1 y axis

Did it hit a Tmesh?
if so
Component B= Tmesh['Component']

what material was it?

MA+"Jack_x" = component slots

So hitting MAJack_01 = Slot 1

if Slot 1 Full ? (Component_B['MAJack_1']==False)

set slot to full (True)

Next move to hitNormal, and orient faces

Component_A['Parent']=Component_B

Get a list that is

Component_A+Component_B+Component_B['Children']

calculate center of mass, and mass

Parent all objects in ghost,
store objects['Children']=objects.childrenRecursive

move "parent"(Added origin object) to center of mass , set mass

then remove all parents from listed items

parent all children+Component_A and Compoent_B to "Parent"

this builds a compound object and works.

Removal is similar but it builds 2 lists,

Removed items and Remaining items

and builds 2 compound objects.

I think if there was error here, you would see it in the lists however.....

:(

Description of file Tmesh (spawned by each component) a Triangle mesh "Jack" identifier (triangle meshes can't be compound assembled) that has a Component(a rigid body) stored in it as Tmesh['Component'] Parent= cast ray, did it hit a object with 'Tmesh' in it? if so Component 1= sens.hitObject cast ray from Component 1 y axis Did it hit a Tmesh? if so Component B= Tmesh['Component'] what material was it? MA+"Jack_x" = component slots So hitting MAJack_01 = Slot 1 if Slot 1 Full ? (Component_B['MAJack_1']==False) set slot to full (True) Next move to hitNormal, and orient faces Component_A['Parent']=Component_B Get a list that is Component_A+Component_B+Component_B['Children'] calculate center of mass, and mass Parent all objects in ghost, store objects['Children']=objects.childrenRecursive move "parent"(Added origin object) to center of mass , set mass then remove all parents from listed items parent all children+Component_A and Compoent_B to "Parent" this builds a compound object and works. Removal is similar but it builds 2 lists, **Removed item**s and **Remaining items** and builds 2 compound objects. I think if there was error here, you would see it in the lists however..... :(
Author

edit -

Component_A= sens.hitObject['Component']

edit - Component_A= sens.hitObject['Component']
Author

Ok, never mind it is a bug for sure

it seems if a spawned object from another layer has a compound physics bound,

and you add another, of the same object it does not have it's own unique physics bound.

https://www.youtube.com/watch?v=lvLennCqPqk&feature=youtu.be

Ok, never mind it is a bug for sure it seems if a spawned object from another layer has a compound physics bound, and you add another, of the same object it does not have it's own unique physics bound. https://www.youtube.com/watch?v=lvLennCqPqk&feature=youtu.be
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Inês Almeida self-assigned this 2014-06-23 21:01:36 +02:00
Member

This not an help forum, it is a bug tracker, it is meant for you to report problems with Blender so that they can be fixed.
Please post this in an help forum instead, ask for help at #blender in IRC, or use any other means listed in http://www.blender.org/support/

This not an help forum, it is a bug tracker, it is meant for you to report problems with Blender so that they can be fixed. Please post this in an help forum instead, ask for help at #blender in IRC, or use any other means listed in http://www.blender.org/support/
Author

it was a bug, its in the other thread

it was a bug, its in the other thread
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Reference: blender/blender#40767
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