OverviewFilesCommitsIssuesDocsReleasesPeers

nvidia-rtx-godot / thirdparty / jolt_physics / patches / 0001-backport-upstream-commit-ee3725250.patch

54 lines · patch ref:
diff --git a/thirdparty/jolt_physics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp b/thirdparty/jolt_physics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp
index e8a8c21459..4fb6c58c18 100644
--- a/thirdparty/jolt_physics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp
+++ b/thirdparty/jolt_physics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp
@@ -92,11 +92,14 @@ void CastConvexVsTriangles::Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8
 			static_cast<const ConvexShape *>(mShapeCast.mShape)->GetSupportingFace(SubShapeID(), transform_1_to_2.Multiply3x3Transposed(-contact_normal), mShapeCast.mScale, mCenterOfMassTransform2 * transform_1_to_2, result.mShape1Face);
 
 			// Get face of the triangle
-			triangle.GetSupportingFace(contact_normal, result.mShape2Face);
+			result.mShape2Face.resize(3);
+			result.mShape2Face[0] = mCenterOfMassTransform2 * v0;
+			result.mShape2Face[1] = mCenterOfMassTransform2 * v1;
+			result.mShape2Face[2] = mCenterOfMassTransform2 * v2;
 
-			// Convert to world space
-			for (Vec3 &p : result.mShape2Face)
-				p = mCenterOfMassTransform2 * p;
+			// When inside out, we need to swap the triangle winding
+			if (mScaleSign < 0.0f)
+				std::swap(result.mShape2Face[1], result.mShape2Face[2]);
 		}
 
 		JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
diff --git a/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideConvexVsTriangles.cpp b/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideConvexVsTriangles.cpp
index e03659454d..05c21eebfa 100644
--- a/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideConvexVsTriangles.cpp
+++ b/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideConvexVsTriangles.cpp
@@ -145,6 +145,10 @@ void CollideConvexVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2,
 		result.mShape2Face[0] = mTransform1 * v0;
 		result.mShape2Face[1] = mTransform1 * v1;
 		result.mShape2Face[2] = mTransform1 * v2;
+
+		// When inside out, we need to swap the triangle winding
+		if (mScaleSign2 < 0.0f)
+			std::swap(result.mShape2Face[1], result.mShape2Face[2]);
 	}
 
 	// Notify the collector
diff --git a/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp b/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp
index 18441ea73b..566efb38ae 100644
--- a/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp
+++ b/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp
@@ -111,6 +111,10 @@ void CollideSphereVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2,
 		result.mShape2Face[0] = mTransform2 * (mSphereCenterIn2 + v0);
 		result.mShape2Face[1] = mTransform2 * (mSphereCenterIn2 + v1);
 		result.mShape2Face[2] = mTransform2 * (mSphereCenterIn2 + v2);
+
+		// When inside out, we need to swap the triangle winding
+		if (mScaleSign2 < 0.0f)
+			std::swap(result.mShape2Face[1], result.mShape2Face[2]);
 	}
 
 	// Notify the collector