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nvidia-rtx-godot / thirdparty / jolt_physics / patches / 0003-backport-upstream-commit-365a15367.patch

29 lines · patch ref:
diff --git a/thirdparty/jolt_physics/Jolt/Physics/Constraints/ContactConstraintManager.cpp b/thirdparty/jolt_physics/Jolt/Physics/Constraints/ContactConstraintManager.cpp
index 972fc13583..09dfab4921 100644
--- a/thirdparty/jolt_physics/Jolt/Physics/Constraints/ContactConstraintManager.cpp
+++ b/thirdparty/jolt_physics/Jolt/Physics/Constraints/ContactConstraintManager.cpp
@@ -70,7 +70,10 @@ JPH_INLINE void ContactConstraintManager::WorldContactPoint::TemplatedCalculateF
 	else if constexpr (Type2 != EMotionType::Static)
 		relative_velocity = mp2->GetPointVelocityCOM(r2);
 	else
-		static_assert(false, "Static vs static makes no sense");
+	{
+		JPH_ASSERT(false, "Static vs static makes no sense");
+		relative_velocity = Vec3::sZero();
+	}
 	float normal_velocity = relative_velocity.Dot(inWorldSpaceNormal);
 
 	// How much the shapes are penetrating (> 0 if penetrating, < 0 if separated)
@@ -109,7 +112,10 @@ JPH_INLINE void ContactConstraintManager::WorldContactPoint::TemplatedCalculateF
 			else if constexpr (Type2 != EMotionType::Static)
 				relative_acceleration = inGravity * mp2->GetGravityFactor();
 			else
-				static_assert(false, "Static vs static makes no sense");
+			{
+				JPH_ASSERT(false, "Static vs static makes no sense");
+				relative_acceleration = Vec3::sZero();
+			}
 
 			// Calculate effect of accumulated forces
 			if constexpr (Type1 == EMotionType::Dynamic)