summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2023-01-03 12:20:11 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-01-03 12:20:11 +0100
commit6d7f6c1eb9ca2eb3c94a91f8c5497577997de03a (patch)
tree1220968c742d31466f9653721d01d92bf116287f
parent7758151b6afe23ff64b697ccd52fd9733f3e89ab (diff)
parentdfa2a0c9aebe4780eb31873e34924440c9e1cccd (diff)
Merge pull request #70654 from Malcolmnixon/concave_collisions
Fix move_and_collide for concave CharacterBody3D objects
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index ca76a819ec..47f767425b 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -513,10 +513,6 @@ bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p
}
bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
- if (p_shape_A->is_concave()) {
- return false;
- }
-
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
Vector3 a, b;
bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);