Another regression between 2.69 and current (related to rayCast) #37673
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Reference: blender/blender#37673
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System Information
Ubuntu 13.10 / Nvidia Quadro FX 880M
Blender Version
Broken: Blender current (666b54752c2e1bb0fff2a1abbd5a04612355d5de49)
Worked: Blender 2.69 / 2.66
Short description of error
Basically, rayCast fails to hit target in situation where it previously hit them in an repeatable way.
Exact steps for others to reproduce the error
Just launch the associated blend file and press p.
On 2.69 / 2.66, I have reliably
RedBox <Vector (-6.9924, 0.0000, 1.0000)> <Vector (1.0000, -0.0098, 0.0013)>
while on current, I often get
None None None
Sometimes, it looks like it hits something, but normal seems strange in this case
RedBox <Vector (-6.9861, 0.0000, 1.0000)> <Vector (0.7197, -0.2924, 0.6297)>
RedBox <Vector (-6.9861, 0.0000, 1.0000)> <Vector (0.9885, 0.0919, -0.1205)>
...
Thanks in advance.
laser_issue2.blend
Changed status to: 'Open'
Added subscriber: @adegroot
Changed status from 'Open' to: 'Archived'
This isn't a bug.
Your box is falling under gravity, and when it hits the floor it bounces slightly, causing it to rotate. This means the hitPosition differs slightly each time.
Closing.
Hum, I trust you, but why does it work properly in 2.69 (or 2.66a) ? All my unit-tests (https://github.com/morse-simulator/morse) using rayCast fails consistently in -current, while they success properly in 2.69.
The cause is self évident, the question is why the cube did not move upon collision in earlier builds. Try repeating your test, ensuring that the cube does fall under gravity and collide with the floor.
I uploaded a new scene which exhibit the issue. The red block is now 'static', so it does not move at all. I added some print of the position of both "robot.sick" and "redbox" to be sure they are the same in both version (2.66 and current).
The output in 2.66 is the following
scanner pos <Vector (-4.5000, 0.0000, 1.0000)> <Euler (x=0.0000, y=0.0000, z=3.1400), order='XYZ'>
box pos <Vector (-7.4973, 0.0000, 0.9600)> <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
rayCast hits RedBox <Vector (-6.9973, 0.0000, 1.0000)> <Vector (1.0000, 0.0000, 0.0000)>
while on current
scanner pos <Vector (-4.5000, 0.0000, 1.0000)> <Euler (x=0.0000, y=0.0000, z=3.1400), order='XYZ'>
box pos <Vector (-7.4973, 0.0000, 0.9600)> <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
rayCast hits None None None
If you move the box of one millimetre (from -7.4973 to -7.4974), it hits something, but the normal is completely wrong
scanner pos <Vector (-4.5000, 0.0000, 1.0000)> <Euler (x=0.0000, y=0.0000, z=3.1400), order='XYZ'>
box pos <Vector (-7.4974, 0.0000, 0.9600)> <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
rayCast hits RedBox <Vector (-6.9974, 0.0000, 1.0000)> <Vector (0.8097, -0.1518, -0.5668)>
laser_issue4.blend
Angus, can you check the last scene, check the issue, and at least reopen the bug if you can repeat the issue ? Thanks in advance.
Changed status from 'Archived' to: 'Open'
The collision margin is set to 0, which is the reason it doesn't work in trunk.
However, I'm not sure why this has changed between 2.69 release and current git state so this should be reopened.
Added subscriber: @Ace_Dragon
I had the issue too recently, took me about two hours to figure out that the way to fix it was to set the collision margin from 0 to 0.001.
Clearly, we need to make sure that the collision margin by default is not 0.000 and that one double-checks the code to make sure that it won't be reset to 0 on older files, otherwise we'll have more people asking if ray casting is broken and thus cannot work on their projects anymore.
Added subscriber: @sreich
There was a change in the bullet defaults to the way raycasting works. Now a more accurate (but slower) method is used.
The behaviour has changed, but I'm not sure whether it's wrong now since I'm not a GE user and it would take more time to look into.
To use the other method you can try this patch: ge_subsimplex_raycast.diff
I can confirm that it works, as previously, with your patch sergof. Do you know how much overhead the new method have over the previous one ?
If we want to keep the current raycast setting, we must make it works properly on older scene, as stated by ace_dragon.
I'm not sure about the performance difference, it's probably not too big but will add up when doing many calls.
Since nobody complained about the accuracy before, I'll just apply the patch to stay compatible with old files.
Changed status from 'Open' to: 'Resolved'
Closed by commit
6fe5b3be38
.This issue was referenced by blender/blender-addons-contrib@6fe5b3be38
This issue was referenced by
6fe5b3be38