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Usually this means that there is a degenerate triangle in the system, but with a convex hull this should not be possible. Do you have the full callstack of the assert for me? If it comes from where I think it should come from then it should have passed these lines: JoltPhysics/Jolt/Physics/Collision/Shape/ConvexShape.cpp Lines 74 to 75 in de3517e So the value should have changed from zero to (1, 0, 0). |
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Apologies for the screenshot, I don't know how to dump the call stack as a string from Visual Studio: Did a little bit more digging, and it's an object made of two cyndrilical meshes. Granted, it is created from 1512 vertices, but I don't think that would make a difference (I used to use GImpact with Bullet to load arbitrary kinematic triangle meshes and I'm just trying to get things up and running - I figured making them convex hulls for now would be sufficient). |
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Dumping a callstack is as simple as clicking on the callstack window, Ctrl+A, Ctrl+C. In any case the issue is not with your convex hull, it is with the mesh that it is hitting. I'm not sure which version of Jolt you're using but I recently added an extra check for degenerate triangles there. Basically if you have a triangle that is degenerate or one that becomes degenerate after quantization you'll trigger this assert. This new code will remove them automatically. |
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I get a Success result from ConvexHullBuilder, but as soon as the first step of the simulation occurs, I get a JPH_ASSERT failure on line 104 in EPAPenetrationDepth.h.
(Yes, I know that ConvexHullBuilder is not necessary here, but I added this to validate that the hull was correctly being created).
What could be going on here? These are not complex hulls, they are akin to simplified cyndrilical platforms.
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