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authorMalcolm Nixon <Malcolm.nixon@gmail.com>2022-12-27 20:45:43 -0500
committerMalcolm Nixon <Malcolm.nixon@gmail.com>2022-12-27 20:45:43 -0500
commitdfa2a0c9aebe4780eb31873e34924440c9e1cccd (patch)
tree948076f61196a87cad11adefc92c3ed550fcab92 /servers/physics_3d
parentb6e06038f8a373f7fb8d26e92d5f06887e459598 (diff)
Remove unnecessary bail-out if shape A is concave. The test for A being concave is already performed later.
Diffstat (limited to 'servers/physics_3d')
-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);