issue: Serialisation, child shapes are doubled!

Physics APIs, Physics file formats, Maya, Max, XSI, Cinema 4D, Lightwave, Blender, thinkingParticles™ and other simulation tools, exporters and importers
Post Reply
rraallvv
Posts: 30
Joined: Thu Feb 09, 2012 2:39 am

issue: Serialisation, child shapes are doubled!

Post by rraallvv »

I'm trying a simple searilization/deserialization of a tree like object like this:

btRigidBody contains btCompoundShape
btCompountShape contains btBoxShape and btSphereShape

The problem is that when I print the number of collision shapes deserialized, it differs from the number of collision shapes actually in use y all the collision objects.

It seems that either one or the other, btDefaultSeralizer or btBulletWorldImporter, are saving or restoring twice the number of child shapes.

To reproduce the issue just download bullet v 2.82 and add this code to the App_SerializeDemo application in the SerializeDemo.cpp file:

Before the serialisation take place

Code: Select all

		// create a simple tree like object
		{
			btCompoundShape *comp = new btCompoundShape;
			btBoxShape *box = new btBoxShape(btVector3(2,2,2));
			btSphereShape *sphere = new btSphereShape(2);
			btTransform tbox, tsphere;
			tbox.setIdentity();
			tsphere.setIdentity();
			tbox.setOrigin(btVector3(-2,0,0));
			tsphere.setOrigin(btVector3(2,0,0));
			comp->addChildShape(tbox, box);
			comp->addChildShape(tsphere, sphere);
			
			btTransform tbody;
			tbody.setIdentity();
			tbody.setOrigin(btVector3(0,10,-10));
			
			btScalar mass(1);
			
			bool isDynamic = (mass != 0.f);

			btVector3 localInertia(0,0,0);
			if (isDynamic)
				groundShape->calculateLocalInertia(mass,localInertia);
			
			btRigidBody *body = new btRigidBody(
										mass,
										new btDefaultMotionState(tbody),
										comp,
										localInertia);
			
			m_dynamicsWorld->addRigidBody(body);
		}
		
		// count the number of collision shapes actually in use
		int count = 0;
		btHashMap<btHashPtr, btCollisionShape*> shapes;
		for (int i=0; i<m_dynamicsWorld->getNumCollisionObjects(); i++) {
			btCollisionShape *shape = m_dynamicsWorld->getCollisionObjectArray()[i]->getCollisionShape();
			if (!shapes.find(shape)) {
				count++;
				shapes.insert(shape, shape);
			}
			if (shape->isCompound()) {
				btCompoundShape *comp = (btCompoundShape*) shape;
				for (int j=0; j<comp->getNumChildShapes(); j++) {
					btCollisionShape *child = comp->getChildShape(j);
					if (!shapes.find(child)) {
						count++;
						shapes.insert(child, child);
					}
				}
			}
		}
		
		// logging information: print the the number of objects that should be serialised 
		printf("serialization\n");
		printf("# constraints: %d\n", m_dynamicsWorld->getNumConstraints());
		printf("# collision objects: %d\n", m_dynamicsWorld->getNumCollisionObjects());
		printf("# collision shapes: %d\n", count);
else sentence in case that m_fileLoader actually do the deserialisation

Code: Select all

	if (!m_fileLoader->loadFile("testFile.bullet"))
	{
	//....
	}
	else
	{
		// count the collision shapes that are actually in use 
		int count = 0;
		btHashMap<btHashPtr, btCollisionShape*> shapes;
		for (int i=0; i<m_fileLoader->getNumRigidBodies(); i++) {
			btCollisionShape *shape = m_fileLoader->getRigidBodyByIndex(i)->getCollisionShape();
			if (!shapes.find(shape)) {
				count++;
				shapes.insert(shape, shape);
			}
			if (shape->isCompound()) {
				btCompoundShape *comp = (btCompoundShape*) shape;
				for (int j=0; j<comp->getNumChildShapes(); j++) {
					btCollisionShape *child = comp->getChildShape(j);
					if (!shapes.find(child)) {
						count++;
						shapes.insert(child, child);
					}
				}
			}
		}

		// logging information: print the the number of objects that where deserialised 
		printf("deserialization\n");
		printf("# constraints: %d\n", m_fileLoader->getNumConstraints());
		printf("# collision objects: %d\n", m_fileLoader->getNumRigidBodies());
		printf("# collision shapes: %d actually in use, %d loaded\n", count, m_fileLoader->getNumCollisionShapes()); //<------discrepancy here!!!!!!
	}
Post Reply