答复: [Bf-committers] vc7.1 build,debug version crash

Stealth Apprentice stealthapprentice at yahoo.com
Sat Jan 7 08:34:50 CET 2006


I too would appreciate it if someone could update ODE
in the tree.

I patched as follows below, which allows the whole
source tree to compile successfully, but the crash
still occurs.



void		ODEPhysicsEnvironment::removeConstraint(void*
constraintid)
{
	if (constraintid)
	{
		dJointDestroy((dJointID) constraintid);
	}
}

and

		//physics integrator + resolver update
		dWorldStep (m_OdeWorld,deltaTime);
		//dWorldQuickStep (m_OdeWorld,deltaTime);








--- cyf <mailcyf at vip.sina.com> wrote:

> Thanks for reply!
> 	I will make a try!
> 	But ,I couldn't confirm that will fix bug,because
> Realese version works fine for me! What is different
> between release and debug version!
> 
> 
> -----邮件原件-----
> 发件人:
> bf-committers-bounces at projects.blender.org
> [mailto:bf-committers-bounces at projects.blender.org]
> 代表 Gilbert, Joseph T.
> 发送时间: 2006年1月7日 0:01
> 收件人: bf-blender developers
> 主题: RE: [Bf-committers] vc7.1 build,debug
> version crash
> 
> I have mentioned this multiple times (over the last
> 2 years) and have yet to see this resolved. This has
> nothing to do with Quicktime. It has to do that the
> ODE version in /lib/windows is out of date and the
> code in PHY_ode doesn't compile against it in in 1
> or 2 places without a change. Until someone updates
> the ODE library for the windows platform you'll have
> to hack OdePhysicsEnvironment.cpp to get blender
> compiling.
> 
> ________________________________________
> From: bf-committers-bounces at projects.blender.org
> [mailto:bf-committers-bounces at projects.blender.org]
> On Behalf Of chenyuefeng
> Sent: Friday, January 06, 2006 2:54 AM
> To: bf-committers at projects.blender.org
> Subject: [Bf-committers] vc7.1 build,debug version
> crash
> 
> hi all:
>   I am newer of blend!,I have built blender by
> vc7.1! 
>     project set   
>     remove micro WITH_QUICKTIME 
>     
>     It is works all ok except PHY_ode
>  
>     error info:
> ------ Build started: Project: PHY_Ode,
> Configuration: BlenderPlayer Debug Win32 ------
>  
> Compiling...
> OdePhysicsEnvironment.cpp
>
\online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(39)
> : error C2660: 'dHashSpaceCreate' : function does
> not take 1 arguments
>
\online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(109)
> : error C3861: 'dWorldQuickStep': identifier not
> found, even with argument-dependent lookup
>
\online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(208)
> : error C2511: 'void
> ODEPhysicsEnvironment::removeConstraint(int)' :
> overloaded member function not found in
> 'ODEPhysicsEnvironment'
>        
>
e:\online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.h(32)
> : see declaration of 'ODEPhysicsEnvironment'
>     I deleted all dependency of PHY_ode! and compile
> finish!
>  
> test the blenderplayer
>    with NevaehPacked.blend
> it gos well at begine,after select plane and going
> to game scence,blenderplayer crash
>  
> stack info:
>   blenderplayer.exe!malloc(unsigned int
> nSize=3765269347)  Line 139 + 0x15 C
>   blenderplayer.exe!_CxxThrowException(void *
> pExceptionObject=0x0012f074, const _s__ThrowInfo *
> pThrowInfo=0x0097fb68)  + 0x39 C++
>   blenderplayer.exe!__RTDynamicCast(void *
> inptr=0x05842030, long VfDelta=0, void *
> SrcType=0x009a1690, void * TargetType=0x009a16b4,
> int isReference=0)  + 0x172 C++
> >
>
blenderplayer.exe!KX_TouchSensor::KX_TouchSensor(SCA_EventManager
> * eventmgr=0x051d0630, KX_GameObject *
> gameobj=0x0521c708, bool bFindMaterial=false, const
> STR_String & touchedpropname={...}, _typeobject *
> T=0x009a3cf0)  Line 110 + 0x1c C++
>   blenderplayer.exe!BL_ConvertSensors(Object *
> blenderobject=0x05456cc8, KX_GameObject *
> gameobj=0x0521c708, SCA_LogicManager *
> logicmgr=0x052a1598, KX_Scene * kxscene=0x051d4978,
> SCA_IInputDevice * keydev=0x052ae0e0, int &
> executePriority=712, int activeLayerBitInfo=31, bool
> isInActiveLayer=false, RAS_ICanvas *
> canvas=0x0569df58, KX_BlenderSceneConverter *
> converter=0x050afe90)  Line 306 + 0x40 C++
>   blenderplayer.exe!BL_ConvertBlenderObjects(Main *
> maggie=0x0543e1a8, const STR_String &
> scenename={...}, KX_Scene * kxscene=0x051d4978,
> KX_KetsjiEngine * ketsjiEngine=0x0543dad0,
> e_PhysicsEngine physics_engine=UseSumo, _object *
> pythondictionary=0x0eb642d8, SCA_IInputDevice *
> keydev=0x052ae0e0, RAS_IRenderTools *
> rendertools=0x0569dfc8, RAS_ICanvas *
> canvas=0x0569df58, KX_BlenderSceneConverter *
> converter=0x050afe90, bool
> alwaysUseExpandFraming=false)  Line 1363 + 0x39 C++
>  
>
blenderplayer.exe!KX_BlenderSceneConverter::ConvertScene(const
> STR_String & scenename={...}, KX_Scene *
> destinationscene=0x051d4978, _object *
> dictobj=0x0eb642d8, SCA_IInputDevice *
> keyinputdev=0x052ae0e0, RAS_IRenderTools *
> rendertools=0x0569dfc8, RAS_ICanvas *
> canvas=0x0569df58)  Line 335 + 0x3a C++
>  
> break line( red color):
> KX_TouchSensor::KX_TouchSensor(SCA_EventManager*
> eventmgr,KX_GameObject* gameobj,bool
> bFindMaterial,const STR_String&
> touchedpropname,PyTypeObject* T)
> :SCA_ISensor(gameobj,eventmgr,T),
> m_touchedpropname(touchedpropname),
> m_bFindMaterial(bFindMaterial),
> m_eventmgr(eventmgr),
> /*m_sumoObj(sumoObj),*/
> m_bCollision(false),
> m_bTriggered(false),
> m_bLastTriggered(false)
> {
> // KX_TouchEventManager* touchmgr =
> (KX_TouchEventManager*) eventmgr;
> // m_resptable = touchmgr->GetResponseTable();
>  
> // m_solidHandle = m_sumoObj->getObjectHandle();
>  
>  m_hitObject =  NULL;
>  m_colliders = new CListValue();
>  
>  KX_ClientObjectInfo *client_info =
> gameobj->getClientInfo();
>  client_info->m_gameobject = gameobj;
>  client_info->m_auxilary_info = NULL;
>  client_info->m_sensors.push_back(this);
>  
>  m_physCtrl =
>
dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
>  MT_assert( !gameobj->GetPhysicsController() ||
> m_physCtrl );
> }
>  
>  
> tested some other .blend file,I find that
> blenderplayer load any blend file with physic
> convert will crack!
>  
> however release version of blenderplayer works fine!
> then test with activexplayer and blender,it,s gets
> same error.
>  
> what's cause these problem! can any one help me!
>  
> thanks all
>  
> if
> 2006/1/6
>  
>  
> 
>  
>  
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
>
http://projects.blender.org/mailman/listinfo/bf-committers
> 
> 
> 
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
>
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> 



		
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