BGE bug #18883: Softbodies being hit by ghost objects. Added a one liner fix in Bullet. I will also report the fix to Erwin so that it can be added to next Bullet version.
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extern/bullet2/src/BulletSoftBody/btSoftBody.cpp
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30
extern/bullet2/src/BulletSoftBody/btSoftBody.cpp
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@ -2780,21 +2780,23 @@ void btSoftBody::PSolve_RContacts(btSoftBody* psb, btScalar kst, btScalar ti)
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{
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const RContact& c = psb->m_rcontacts[i];
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const sCti& cti = c.m_cti;
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btRigidBody* tmpRigid = btRigidBody::upcast(cti.m_colObj);
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const btVector3 va = tmpRigid ? tmpRigid->getVelocityInLocalPoint(c.m_c1)*dt : btVector3(0,0,0);
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const btVector3 vb = c.m_node->m_x-c.m_node->m_q;
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const btVector3 vr = vb-va;
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const btScalar dn = btDot(vr, cti.m_normal);
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if(dn<=SIMD_EPSILON)
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{
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const btScalar dp = btMin( (btDot(c.m_node->m_x, cti.m_normal) + cti.m_offset), mrg );
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const btVector3 fv = vr - (cti.m_normal * dn);
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// c0 is the impulse matrix, c3 is 1 - the friction coefficient or 0, c4 is the contact hardness coefficient
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const btVector3 impulse = c.m_c0 * ( (vr - (fv * c.m_c3) + (cti.m_normal * (dp * c.m_c4))) * kst );
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c.m_node->m_x -= impulse * c.m_c2;
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if (tmpRigid)
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tmpRigid->applyImpulse(impulse,c.m_c1);
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if (cti.m_colObj->hasContactResponse()) {
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btRigidBody* tmpRigid = btRigidBody::upcast(cti.m_colObj);
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const btVector3 va = tmpRigid ? tmpRigid->getVelocityInLocalPoint(c.m_c1)*dt : btVector3(0,0,0);
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const btVector3 vb = c.m_node->m_x-c.m_node->m_q;
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const btVector3 vr = vb-va;
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const btScalar dn = btDot(vr, cti.m_normal);
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if(dn<=SIMD_EPSILON)
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{
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const btScalar dp = btMin( (btDot(c.m_node->m_x, cti.m_normal) + cti.m_offset), mrg );
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const btVector3 fv = vr - (cti.m_normal * dn);
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// c0 is the impulse matrix, c3 is 1 - the friction coefficient or 0, c4 is the contact hardness coefficient
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const btVector3 impulse = c.m_c0 * ( (vr - (fv * c.m_c3) + (cti.m_normal * (dp * c.m_c4))) * kst );
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c.m_node->m_x -= impulse * c.m_c2;
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if (tmpRigid)
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tmpRigid->applyImpulse(impulse,c.m_c1);
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}
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}
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}
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}
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