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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-31 10:54:34 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-31 10:54:34 +0100 |
commit | dfb824c1d1b2739cd956768b9228f34505db3650 (patch) | |
tree | f02f60acb3db95b58e6f88121dc3a22bdb3e1d48 | |
parent | 93c3d3b5eba1acf1ec0fbbc1d9909da729019905 (diff) | |
parent | ed54f4dce8c1d8811a37c3dedfcf200bd4d7e223 (diff) |
Merge pull request #72107 from rburing/separation_ray_normal
Fix separation ray normal direction
-rw-r--r-- | servers/physics_3d/godot_collision_solver_3d.cpp | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index fb5a67c008..2de1d86de1 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -127,11 +127,10 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, } if (p_result_callback) { + Vector3 normal = (support_B - support_A).normalized(); if (p_swap_result) { - Vector3 normal = (support_B - support_A).normalized(); - p_result_callback(support_B, 0, support_A, 0, normal, p_userdata); + p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata); } else { - Vector3 normal = (support_A - support_B).normalized(); p_result_callback(support_A, 0, support_B, 0, normal, p_userdata); } } |