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path: root/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
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Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp')
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
index c81af95672..e5bac8438e 100644
--- a/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
@@ -132,6 +132,7 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
else {
// Could be inside one of the contact capsules
btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold;
+ btScalar minDistSqr = contactCapsuleRadiusSqr;
btVector3 nearestOnEdge;
for (int i = 0; i < m_triangle->getNumEdges(); i++) {
@@ -141,8 +142,9 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
m_triangle->getEdge(i, pa, pb);
btScalar distanceSqr = SegmentSqrDistance(pa, pb, sphereCenter, nearestOnEdge);
- if (distanceSqr < contactCapsuleRadiusSqr) {
- // Yep, we're inside a capsule
+ if (distanceSqr < minDistSqr) {
+ // Yep, we're inside a capsule, and record the capsule with smallest distance
+ minDistSqr = distanceSqr;
hasContact = true;
contactPoint = nearestOnEdge;
}