Merge branch 'fix-2522'
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commit
8b52831083
@ -17,6 +17,9 @@ subject to the following restrictions:
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold)
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@ -43,6 +46,35 @@ void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Res
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if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold))
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{
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// In some cases the normalInB is incorrect with a static triangle
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// mesh (i.e. it's the connection point between puck and triangle, not
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// the normal from the triangle - which is fine if the triangle mesh
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// is a dynamic rigid body (i.e. can be pushed away), but appears to
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// be wrong in case of a static body - it causes #2522 (puck suddenly
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// pushed in air). So in case of a static triangle mesh, recompute
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// the normal just based on the triangle mesh:
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const btManifoldResult *mani = dynamic_cast<btManifoldResult*>(&output);
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if(mani)
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{
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// Find the triangle:
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const btCollisionObject *co = mani->getBody0Internal();
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const btTriangleShape *tri = dynamic_cast<const btTriangleShape*>(co->getCollisionShape());
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if(!tri)
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{
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co = mani->getBody1Internal();
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tri = dynamic_cast<const btTriangleShape*>(co->getCollisionShape());
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}
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// If we have a triangle and it is static, recompute the normal
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if(tri && co->isStaticOrKinematicObject())
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{
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normal = (tri->m_vertices1[1]-tri->m_vertices1[0])
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.cross(tri->m_vertices1[2]-tri->m_vertices1[0]);
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normal.normalize();;
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}
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}
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if (swapResults)
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{
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btVector3 normalOnB = transformB.getBasis()*normal;
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@ -17,6 +17,9 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
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#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
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#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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@ -441,6 +444,32 @@ void btGjkPairDetector::getClosestPointsNonVirtual(const ClosestPointInput& inpu
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m_cachedSeparatingAxis = normalInB;
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m_cachedSeparatingDistance = distance;
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// In some cases the normalInB is incorrect with a static triangle
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// mesh (i.e. it's the connection point between puck and triangle, not
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// the normal from the triangle - which is fine if the triangle mesh
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// is a dynamic rigid body (i.e. can be pushed away), but appears to
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// be wrong in case of a static body - it causes #2522 (puck suddenly
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// pushed in air). So in case of a static triangle mesh, recompute
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// the normal just based on the triangle mesh:
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const btManifoldResult *mani = dynamic_cast<btManifoldResult*>(&output);
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if(mani)
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{
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// Find the triangle:
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const btCollisionObject *co = mani->getBody0Internal();
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const btTriangleShape *tri = dynamic_cast<const btTriangleShape*>(co->getCollisionShape());
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if(!tri)
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{
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co = mani->getBody1Internal();
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tri = dynamic_cast<const btTriangleShape*>(co->getCollisionShape());
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}
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// If we have a triangle and it is static, recompute the normal
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if(tri && co->isStaticOrKinematicObject())
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{
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normalInB = (tri->m_vertices1[1]-tri->m_vertices1[0])
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.cross(tri->m_vertices1[2]-tri->m_vertices1[0]);
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normalInB.normalize();;
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}
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}
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output.addContactPoint(
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normalInB,
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pointOnB+positionOffset,
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