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at the code, TickSensorComponent()
~
FloatBuffer[4 * i] = Quat.X;
FloatBuffer[4 * i + 1] = Quat.Y;
FloatBuffer[4 * i + 2] = Quat.Z;
FloatBuffer[4 * i + 3] = Quat.W;
~
they are accessing array index up to BoneNum*4,
but in the code, GetNumItems()
it just returns Bone.Num().
Shouldn't this code be changed like this?
int URelativeSkeletalPositionSensor::GetNumItems() {
return this->Bones.Num() * 4;
}
The text was updated successfully, but these errors were encountered:
insooneelife
changed the title
Abount holodeck-engine RelativeSkeletalPositionSensor
About holodeck-engine RelativeSkeletalPositionSensor
Mar 24, 2020
Yes, that probably should be changed, but it currently isn't causing any issues. That GetNumItems is used to allocate the size of the shared memory buffer if the client hasn't already done so. Since the client normally runs first, and it's calculation is correct, we haven't seen anything.
Thank you for pointing this out.
We should spot check the rest of the sensors to make sure that they are the same on both sides.
jaydenmilne
changed the title
About holodeck-engine RelativeSkeletalPositionSensor
Incorrect size calculation in RelativeSkeletalPositionSensor
Mar 31, 2020
Hello guys
I found a weird code in RelativeSkeletalPositionSensor.cpp
at the code, TickSensorComponent()
~
FloatBuffer[4 * i] = Quat.X;
FloatBuffer[4 * i + 1] = Quat.Y;
FloatBuffer[4 * i + 2] = Quat.Z;
FloatBuffer[4 * i + 3] = Quat.W;
~
they are accessing array index up to BoneNum*4,
but in the code, GetNumItems()
it just returns Bone.Num().
Shouldn't this code be changed like this?
The text was updated successfully, but these errors were encountered: