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avoid crash in inertia calculation of btBvhTriangleMeshShape
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1 changed files with 5 additions and 3 deletions
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@ -92,7 +92,7 @@ void ObjectMotionState::setMass(float mass) {
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}
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float ObjectMotionState::getMass() const {
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if (_shape) {
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if (_shape && _shape->getShapeType() != TRIANGLE_MESH_SHAPE_PROXYTYPE) {
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// scale the density by the current Aabb volume to get mass
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btTransform transform;
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transform.setIdentity();
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@ -348,8 +348,10 @@ void ObjectMotionState::updateLastKinematicStep() {
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void ObjectMotionState::updateBodyMassProperties() {
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float mass = getMass();
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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btVector3 inertia(1.0f, 1.0f, 1.0f);
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if (mass > 0.0f) {
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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}
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_body->setMassProps(mass, inertia);
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_body->updateInertiaTensor();
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}
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