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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-03 12:20:11 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-03 12:20:11 +0100 |
commit | 6d7f6c1eb9ca2eb3c94a91f8c5497577997de03a (patch) | |
tree | 1220968c742d31466f9653721d01d92bf116287f | |
parent | 7758151b6afe23ff64b697ccd52fd9733f3e89ab (diff) | |
parent | dfa2a0c9aebe4780eb31873e34924440c9e1cccd (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.cpp | 4 |
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); |