Fix effective inverse mass computation for 3D friction#609
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Objective
3D friction currently has a bug that causes objects with a small angular inertia to twist and jitter strangely on the ground:
2024-12-30.16-27-27.mp4
(reproduction by occuros <3)
Solution
The problem was caused by an angular inertia term being included twice for a part of the effective inverse mass computation for 3D friction. With that fixed, resting contacts are much more stable even with small mass properties:
2024-12-30.16-26-37.mp4