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[Jolt] Ghost Collisions #102544
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I simplified the MRP a bit, mainly to not require a Blender import, but also to rule out a few things: jolt-ghost-collision.zip I have...
Despite all that, the ghost collisions seem to generally persist, albeit at different places. This one has me scratching my head a bit, @jrouwe. As best I can tell there seems to be something odd going on with I'm able to recreate the issue in Jolt's Samples.mp4 |
When tinkering with some other subdivisions, the problem does seem to be related to the size of the triangles in some way. Here's another version of the above revised MRP, with some different triangle densities: jolt-ghost-collision.zip ... which looks like this: godot.windows.editor.dev.x86_64_xUhlw9ypyf.mp4Here's a snapshot of that scene (right after applying the impulses): jolt_snapshot_2025-02-08_15-53-14_4578435137536.zip ... which looks like this in Jolt's Samples_yUdWVZA5o3.mp4 |
Thanks for the investigations @mihe! I will take a look at this. |
Fixed InternalEdgeRemovingCollector not working when colliding with a very dense triangle grid because it ran out of internal space. Now falling back to memory allocations when this happens to avoid ghost collisions. See: godotengine/godot#102544
I've created a fix, see #102614. |
Tested versions
System information
Godot v4.4.beta3.mono - Windows 11 (build 22631) - Single-window, 2 monitors - Vulkan (Forward+)
Issue description
Experiencing ghost collisions on Rigidbody3D to static ConcavePolygonShape3D collisions.
Related to #89458
Jolt Physics (the body gets randomly stuck, the video does not pause when the body does):
phys1.mp4
Godot Physics:
phys2.mp4
Steps to reproduce
Create a flat ConcavePolygonShape3D with dense vertex count
Make Rigidbdoy3D slide across surface
Observe ghost collisions
Minimal reproduction project (MRP)
MRP.zip
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