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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineCompressedAabbTree issueCompressedAabbTree issue
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5/1/2012 4:15 PM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
CompressedAabbTree issue 

Hi,

I just found a strange issue related to CompressedAabbTree, which I thought I'd let you know: I have a scenery consisting of a static CompositeShape made of boxes, planes, and triangle mesh shapes. If the partition of the Composite Shape is set to null or AabbTree<int>, everything is fine, i.e. dynamic bodies collide with the scenery. But if the partition is set to CompressedAabbTree, then collisions don't work, i.e. dynamic bodies pass through the scenery.

Maybe it doesn't make much sense, but I swear I've seen it happen :)

I have a suspicion that it might be related to the plane shapes, which make the bounds infinite, in case it helps.

Note I'm (still) using v1.2.1-NoGarbage of the libraries.

It's no big deal since I'll keep using AabbTree<int>, but anyway.

Thanks

 
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5/2/2012 9:33 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: CompressedAabbTree issue 
Thanks for reporting. We will have a look and see if we can reproduce the problem.
 
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5/30/2012 8:35 PM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 448
Re: CompressedAabbTree issue 

Hi Juan Alberto,

I finally found the time to look into this issue. Your suspicion was correct: The CompressedAabbTree cannot handle shapes with infinite size. This is simply a limitation of the algorithm. Other spatial partitioning methods do not have this limitation.

I have added some comments to the documentation and the CompressedAabTree will throw an exception in the next release. 
Thanks again for pointing out the problem.

 
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5/31/2012 10:36 AM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: CompressedAabbTree issue 
Excellent, thank you!
 
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