Fix collision filtering of BulletCollisionDetector #859
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Outdated suggestions cannot be applied.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.
Problem
In the dynamics simulation, some primitive shapes were sinking into the ground because of insufficient contact points generated by Bullet.
Causes and Fix
Bullet internally uses convexity based collision detection algorithms for some primitive shapes (e.g., capsule), and they generally return single contact point while at least three contacts are necessary for face contact. To overcome this, Bullet provides persistent contact concept that preserves the contacts of previous steps as long as they are valid (still in contact with the distance tolerance). However, DART didn't correctly exploit the functionality. This PR fixes the problem without hurting the existing functionalities.
This change is