Merge pull request #15730 from SamGondelman/assert

BUGZ-631: Don't normalize zero vector in flipNormalsMyAvatarVsBackfacingTriangles
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Brad Hefta-Gaub 2019-06-11 07:48:29 -07:00 committed by GitHub
commit 34283097d2
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@ -35,7 +35,7 @@ static bool flipNormalsMyAvatarVsBackfacingTriangles(btManifoldPoint& cp,
const btVector3* v = triShape->m_vertices1;
btVector3 faceNormal = colObj1Wrap->getWorldTransform().getBasis() * btCross(v[1] - v[0], v[2] - v[0]);
float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
if (nDotF <= 0.0f) {
if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
faceNormal.normalize();
// flip the contact normal to be aligned with the face normal
cp.m_normalWorldOnB += -2.0f * nDotF * faceNormal;