If a convex has called 'initializePolyhedralFeatures', use those features also to create debug visualizer mesh, to avoid showing penetration.
Avoid crash in InvertedPendulumPDControl, due to recent change in m_jointFeedbackInWorldSpace
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@@ -3,6 +3,7 @@
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#include "btBulletCollisionCommon.h"
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#include "BulletCollision/CollisionShapes/btShapeHull.h" //to create a tesselation of a generic btConvexShape
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#include "BulletCollision/CollisionShapes/btConvexPolyhedron.h"
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void CollisionShape2TriangleMesh(btCollisionShape* collisionShape, const btTransform& parentTransform, btAlignedObjectArray<btVector3>& vertexPositions, btAlignedObjectArray<btVector3>& vertexNormals, btAlignedObjectArray<int>& indicesOut)
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@@ -131,6 +132,38 @@ void CollisionShape2TriangleMesh(btCollisionShape* collisionShape, const btTrans
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{
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btConvexShape* convex = (btConvexShape*)collisionShape;
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{
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const btConvexPolyhedron* pol = 0;
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if (convex->isPolyhedral())
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{
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btPolyhedralConvexShape* poly = (btPolyhedralConvexShape*)convex;
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pol = poly->getConvexPolyhedron();
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}
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if (pol)
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{
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for (int v = 0; v < pol->m_vertices.size(); v++)
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{
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vertexPositions.push_back(pol->m_vertices[v]);
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btVector3 norm = pol->m_vertices[v];
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norm.safeNormalize();
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vertexNormals.push_back(norm);
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}
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for (int f = 0; f < pol->m_faces.size(); f++)
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{
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for (int ii = 2; ii < pol->m_faces[f].m_indices.size(); ii++)
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{
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indicesOut.push_back(pol->m_faces[f].m_indices[0]);
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indicesOut.push_back(pol->m_faces[f].m_indices[ii-1]);
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indicesOut.push_back(pol->m_faces[f].m_indices[ii]);
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}
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}
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}
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else
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{
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btShapeHull* hull = new btShapeHull(convex);
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hull->buildHull(0.0, 1);
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@@ -165,6 +198,7 @@ void CollisionShape2TriangleMesh(btCollisionShape* collisionShape, const btTrans
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delete hull;
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}
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}
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}
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else
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{
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if (collisionShape->isCompound())
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@@ -313,13 +313,15 @@ void InvertedPendulumPDControl::initPhysics()
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int upAxis = 1;
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m_dynamicsWorld->getSolverInfo().m_jointFeedbackInWorldSpace = true;
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m_dynamicsWorld->getSolverInfo().m_jointFeedbackInJointFrame = true;
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m_guiHelper->setUpAxis(upAxis);
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this->createEmptyDynamicsWorld();
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m_dynamicsWorld->getSolverInfo().m_jointFeedbackInWorldSpace = true;
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m_dynamicsWorld->getSolverInfo().m_jointFeedbackInJointFrame = true;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(
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//btIDebugDraw::DBG_DrawConstraints
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