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Author Topic: Over Active ProximitySensor  (Read 3510 times)
pyth7
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« on: November 24, 2008, 11:10:47 am »

Hi,
It seems I have made a world in which a ProximitySensor will continually feed out a position_changed value even though I am not moving at all.
It has to do -I think- with the geometry in the world. Very strange.
There are two test worlds in the attached file.
ProximitySensorProblem.wrl is the problem world.
Open the console and it prints continually when you are standing still.
The geometry is an inline file - an IndexedFaceSet as a mobius strip.
ProximitySensorProblem2.wrl works correctly and the geometry is simply
a flat 40 meter IndexedFaceSet.
This was tested with the latest build too.

Thanks
Russ Kinter
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pdaehne
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« Reply #1 on: November 24, 2008, 06:55:12 pm »

Hello Russ,

I can reproduce the problem. I guess it has something to do with the navigation mode and gravity - the viewpoint seems to slide on the inclined plane. But unfortunately I cannot fix it now - I'm a little bit under pressure in another project. But I've opened a ticket in our bug tracker.

Sorry & thank you for the bug report (and test case),

Patrick
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pyth7
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« Reply #2 on: November 28, 2008, 02:50:19 am »

Hi Patrick,
Thanks for your quick response.
Yes, the problem does seem to center on gravity.
When I move to a moderately steep area of the mobius strip
and turn so I am facing down hill and the cpu
useage jumps and hovers between 15% -17%!
The steeper the incline the higher the cpu useage.
Turning to face up hill and it jumps back down to around 2% - 3%.

Thanks again,
Russ Kinter

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pyth7
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« Reply #3 on: November 29, 2008, 10:04:41 pm »

Hi Again,
I did some experimenting and a simple four sided pyramid ( i.e. sloped sides ) couldn't reproduce the problem -so it had to be the geometry of the mobius strip.
I ran it through Holger Grahn's GLView (version 4.4) and optimized it -(what a terrific, terrific tool. Too bad it no longer seems generally available, but I digress :-)
Originally the Inlined Mobius world had this stack of transforms:
Transform {
translation -58 -1.733 -7.903
rotation 7.23432e-007 .793 -.608 3.141
scale 5 5 5
children
Transform {
rotation -1 0 0 1.57
children [......

GLView recalculated and rewrote all the IndexedFaceSets' Coordinate points to include the above translation and rotations, so consequently Transform Nodes were no longer necessary. Now the ProximitySensor
activity and CPU useage are normal.
Attached file has the corrected world.

Thanks,
Russ Kinter





Hi Patrick,
Thanks for your quick response.
Yes, the problem does seem to center on gravity.
When I move to a moderately steep area of the mobius strip
and turn so I am facing down hill and the cpu
useage jumps and hovers between 15% -17%!
The steeper the incline the higher the cpu useage.
Turning to face up hill and it jumps back down to around 2% - 3%.

Thanks again,
Russ Kinter


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