Use the true triangle face normal if contact is not on an edge in smooth triangle contact
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@ -133,13 +133,22 @@ void TriangleShape::computeSmoothMeshContact(Vector3 localContactPointTriangle,
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/// normal of the mesh at this point. The idea to solve this problem is to use the real (smooth) surface
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/// normal of the mesh at this point as the contact normal. This technique is described in the chapter 5
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/// of the Game Physics Pearl book by Gino van der Bergen and Dirk Gregorius. The vertices normals of the
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/// mesh are either provided by the user or precomputed if the user did not provide them.
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/// mesh are either provided by the user or precomputed if the user did not provide them. Note that we only
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/// use the interpolated normal if the contact point is on an edge of the triangle. If the contact is in the
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/// middle of the triangle, we return the true triangle normal.
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Vector3 TriangleShape::computeSmoothLocalContactNormalForTriangle(const Vector3& localContactPoint) const {
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// Compute the barycentric coordinates of the point in the triangle
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decimal u, v, w;
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computeBarycentricCoordinatesInTriangle(mPoints[0], mPoints[1], mPoints[2], localContactPoint, u, v, w);
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// If the contact is in the middle of the triangle face (not on the edges)
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if (u > MACHINE_EPSILON && v > MACHINE_EPSILON && w > MACHINE_EPSILON) {
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// We return the true triangle face normal (not the interpolated one)
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return mNormal;
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}
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// We compute the contact normal as the barycentric interpolation of the three vertices normals
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return (u * mVerticesNormals[0] + v * mVerticesNormals[1] + w * mVerticesNormals[2]).getUnit();
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}
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