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
This commit is contained in:
erwin.coumans
2011-08-30 03:28:32 +00:00
parent ad76b3222f
commit 642a6821a5
10 changed files with 127 additions and 219 deletions

View File

@@ -197,14 +197,10 @@ public:
#endif
}
bool validContactDistance(const btManifoldPoint& pt) const
{
if (pt.m_lifeTime >1)
{
return pt.m_distance1 <= getContactBreakingThreshold();
}
return pt.m_distance1 <= getContactProcessingThreshold();
return pt.m_distance1 <= getContactBreakingThreshold();
}
/// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
void refreshContactPoints( const btTransform& trA,const btTransform& trB);