set broadphase handle to zero when destructing a btCollisionWorld, just in case a collision object/ rigid body is re-used.
Thanks to Ole for reporting Fix a bug , causing some deep penetrations to be missed. Not likely to have impacted many users, as such deep penetrations should have prevented in the first place. Thanks a lot to Andy O'Neil for reporting and reproduction case.
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@@ -150,7 +150,8 @@ void btGjkPairDetector::getClosestPoints(const ClosestPointInput& input,Result&
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// potential exit, they don't overlap
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if ((delta > btScalar(0.0)) && (delta * delta > squaredDistance * input.m_maximumDistanceSquared))
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{
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checkPenetration = false;
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checkSimplex=true;
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//checkPenetration = false;
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break;
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}
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