diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp index 373cdfa26c7..dbd09b39238 100644 --- a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp +++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp @@ -539,9 +539,6 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON) { cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel); - applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); - applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); - addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) { cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB); @@ -550,21 +547,26 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); } + + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); + addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); cp.m_lateralFrictionInitialized = true; } else { //re-calculate friction direction every frame, todo: check if this is really needed btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2); - applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); - applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); - - addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) { applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2); applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); } + + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); + addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); + cp.m_lateralFrictionInitialized = true; }