Skip to content

Commit

Permalink
Fixed bug where soft bodies would collide with sensors as if they wer…
Browse files Browse the repository at this point in the history
…e normal bodies

Fixes #877
  • Loading branch information
jrouwe committed Jan 16, 2024
1 parent e0b49cc commit 0f35978
Show file tree
Hide file tree
Showing 2 changed files with 2 additions and 0 deletions.
1 change: 1 addition & 0 deletions Docs/ReleaseNotes.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi

### Bug fixes
* Fixed bug in soft body vs tapered capsule. The calculations were slightly off causing a normal on the top or bottom sphere to be returned while the tapered part was actually closest.
* Fixed bug where soft bodies would collide with sensors as if they were normal bodies.
* Sensors will no longer use speculative contacts, so will no longer report contacts before an actual contact is detected.
* Hinge limit constraint forces were clamped wrongly when the hinge was exactly at the minimum limit, making it harder to push the hinge towards the maximum limit.
* Fixed bug when a body with limited DOFs collides with static. If the resulting contact had an infinite effective mass, we would divide by zero and crash.
Expand Down
1 change: 1 addition & 0 deletions Jolt/Physics/SoftBody/SoftBodyMotionProperties.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -113,6 +113,7 @@ void SoftBodyMotionProperties::DetermineCollidingShapes(const SoftBodyUpdateCont
{
const Body &body = lock.GetBody();
if (body.IsRigidBody() // TODO: We should support soft body vs soft body
&& !body.IsSensor()
&& mSoftBody.GetCollisionGroup().CanCollide(body.GetCollisionGroup()))
{
CollidingShape cs;
Expand Down

0 comments on commit 0f35978

Please sign in to comment.