Commit c23bfd2
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Fix EPA contact point for mesh triangles with long edges
When a convex shape collides with a mesh triangle whose edge length is
much larger than the penetration depth (e.g. ~84 m edge vs ~5 cm
penetration), EPA converges to the wrong Minkowski polytope facet due to
float32 precision loss. GetPenetrationDepthStepEPA returns true but
point2 can end up far from point1, producing degenerate contact data.
If point2 is farther from point1 than the query shape bounding-box
diagonal, snap it to the closest point on the triangle and update
penetration_axis. On the same geometry GJK can also return EStatus::Colliding
with a garbage point1; that is caught by checking point1 against a 2x-expanded
mBoundsOf1 and redirecting to EPA.
Reproducible with open-world game levels where large floor/wall tiles are
used directly as physics mesh geometry. Subdividing such meshes is not always
viable: the BVH codec has a hard size limit that is exceeded when large terrain
meshes are split to a safe edge length.
Regression test uses the exact triangle vertices from a production crash.
Requires CROSS_PLATFORM_DETERMINISTIC to reproduce; with FMA enabled the GJK
arithmetic avoids the bad path.1 parent f26e382 commit c23bfd2
2 files changed
Lines changed: 84 additions & 1 deletion
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- Jolt/Physics/Collision
- UnitTests/Physics
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