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:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user