Reputation: 1
PxTriangleMesh* PhysX::CreateTriangleMesh(const PxVec3* verts, const PxU32 numVerts
, const PxU32* indexs, const PxU32 numIndexes, PxPhysics* physics, PxCooking* cooking)
{
// Create descriptor for triangle mesh
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = numVerts;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = verts;
meshDesc.triangles.count = numIndexes / 3;
meshDesc.triangles.stride = 3 * sizeof(PxU32);
meshDesc.triangles.data = indexs;
// for prevent stackoverflow
PxU32 estimatedVertSize = numVerts * sizeof(PxVec3) * 1.5;
PxU32 estimatedIndexSize = numIndexes * sizeof(PxU32) * 1.5;
PxU32 initialSize = estimatedVertSize + estimatedIndexSize;
CustomPhysXMemory writeBuffer(initialSize);
//PxDefaultMemoryOutputStream writeBuffer;
bool status = cooking->cookTriangleMesh(meshDesc, writeBuffer);
if (!status)
return nullptr;
PxDefaultMemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());
PxTriangleMesh* triangleMesh = physics->createTriangleMesh(readBuffer);
return triangleMesh;
}
I want to give a collider to mesh that load by assimp so I made a physX triangleMesh. In many situations, it works But sometimes in cookTriangleMesh Exception thrown at 0x00007FFD322F259E (PhysXCooking_64.dll) in Client.exe: 0xC0000005: Access violation reading location 0x0000019F69AA8000. occurs.
I was worried about the capacity of buffer and gave him a 1.5 times space, and I checked ((physx::PxSimpleTriangleMesh)&meshDesc),nd {points={count=82772 } triangles={count=43798 } flags={mBits=0 } } writeBuffer.mBuffer.capacity() 2278260 These two always came out the same either success or failure..
So I don't have a clue what the problem is. Can someone who knows the problem and how to solve it help me?
Upvotes: 0
Views: 68
Reputation: 2843
This is not a problem which is related to Assimp. I checked the Physix-API and I was wondering why you have calculated a initial size.
In this example the writebuffer was not initialided: Physix Example
Maybe this would be an option for you? And I strongly recommend to use the validation methods to get more information aabout your issue:
#ifdef _DEBUG
// mesh should be validated before cooked without the mesh cleaning
bool res = theCooking->validateTriangleMesh(meshDesc);
PX_ASSERT(res);
#endif
PxTriangleMesh* aTriangleMesh = theCooking->createTriangleMesh(meshDesc,
thePhysics->getPhysicsInsertionCallback());
Hope that helps a little bit.
Upvotes: 0