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@@ -34,6 +34,7 @@
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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+#include "core/project_settings.h"
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#include "shape_owner_bullet.h"
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#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
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@@ -400,18 +401,22 @@ void ConcavePolygonShapeBullet::setup(PoolVector<Vector3> p_faces) {
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btVector3 supVec_1;
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btVector3 supVec_2;
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for (int i = 0; i < src_face_count; ++i) {
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- G_TO_B(facesr[i * 3], supVec_0);
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+ G_TO_B(facesr[i * 3 + 0], supVec_0);
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G_TO_B(facesr[i * 3 + 1], supVec_1);
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G_TO_B(facesr[i * 3 + 2], supVec_2);
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- shapeInterface->addTriangle(supVec_0, supVec_1, supVec_2);
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+ // Inverted from standard godot otherwise btGenerateInternalEdgeInfo generates wrong edge info
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+ shapeInterface->addTriangle(supVec_2, supVec_1, supVec_0);
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}
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const bool useQuantizedAabbCompression = true;
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meshShape = bulletnew(btBvhTriangleMeshShape(shapeInterface, useQuantizedAabbCompression));
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- btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap();
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- btGenerateInternalEdgeInfo(meshShape, triangleInfoMap);
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+
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+ if (GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false)) {
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+ btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap();
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+ btGenerateInternalEdgeInfo(meshShape, triangleInfoMap);
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+ }
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} else {
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meshShape = NULL;
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ERR_PRINT("The faces count are 0, the mesh shape cannot be created");
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@@ -426,6 +431,7 @@ btCollisionShape *ConcavePolygonShapeBullet::create_bt_shape(const btVector3 &p_
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cs = ShapeBullet::create_shape_empty();
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cs->setLocalScaling(p_implicit_scale);
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prepare(cs);
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+ cs->setMargin(0);
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return cs;
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}
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