remove speculative contacts, they break restitution and cause other artifacts
use btConvexPolyhedron for debug rendering, if available fixes in btConvexConvexAlgorithm for polyhedral contact clipping, if GJK separating normal is zero don't shift vertices in btPolyhedralConvexShape
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@@ -64,8 +64,8 @@ void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const b
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btAssert(m_manifoldPtr);
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//order in manifold needs to match
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// if (depth > m_manifoldPtr->getContactBreakingThreshold())
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if (depth > m_manifoldPtr->getContactProcessingThreshold())
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if (depth > m_manifoldPtr->getContactBreakingThreshold())
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// if (depth > m_manifoldPtr->getContactProcessingThreshold())
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return;
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bool isSwapped = m_manifoldPtr->getBody0() != m_body0;
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