Thanks so much for the info! I think I will wait for the next release.
Dave
--- In
dancedev@yahoogroups.com, "shapiroari" <shapiroari@...> wrote:
>
> Dave,
>
> It looks like a bug in the collision code. If you have access to the
> code, you can add to the file
> dance_v3/actuators/ODECollision/ODECollision.cxx at line 1196 right
> below the line that says: ODECollisionData* data = *iter, add:
>
> if (!data)
> continue;
>
> That will prevent the crash. The other way to prevent the crash is to
> not include Models in the collision calculations - they don't work
> anyway.
>
> Unfortunately, I had not programmed in collision support for arbitrary
> meshes into that version of DANCE. You should use multiple Cubes,
> Capsules and Spheres and scale, rotate and translate them so that they
> approximate your Model topology.
>
> I will add Model collision support in the upcoming DANCE release (< 3
> weeks). But the version that you have does not support it - sorry.
>
> Regards,
>
> Ari Shapiro
>
>
>
>
>
> --- In
dancedev@yahoogroups.com, "Dave" <david.j.chandler1@> wrote:
> >
> > When I import a 3DS or OBJ model it will show up, but as soon as I
> > check the "Geometry Affected" check box in the "ODECollision" tab
> > (generated by the ODECollision plugin) and run the simulation, I get
> > the generic error:
> >
> > "dance.exe has encountered a problem and needs to close. We are
> > sorrry for the inconvenience."
> >
> > If I debug the error in Visual Studio 2005, I see:
> >
> > "Unhandled exception at 0x057148ed in dance.exe: 0xC0000005: Access
> > violation reading location 0x00000000."
> >
> > And it takes me to this code in a_map.c:
> >
> > /* allocate enough space for wide chars */
> > inwbuffer = (wchar_t *)_calloca( inbuff_size,
sizeof(wchar_t) );
> > if ( inwbuffer == NULL ) {
> > return 0;
> > }
> >
> > I tried a WRL file, but the model never showed up. Am I doing
> > something wrong?
> >
> > Thanks,
> > Dave
> >
>