diff options
-rw-r--r-- | servers/physics_3d/godot_body_pair_3d.cpp | 15 |
1 files changed, 4 insertions, 11 deletions
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index 3a91e5e480..292563b6ab 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -237,17 +237,10 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, Vector3 hitpos = p_xform_B.xform(segment_hit_local); real_t newlen = hitpos.distance_to(supports_A[segment_support_idx]); - if (shape_B_ptr->is_concave()) { - // Subtracting 5% of body length from the distance between collision and support point - // should cause body A's support point to arrive just before a face of B next frame. - newlen = MAX(newlen - (max - min) * 0.05, 0.0); - // NOTE: This may stop body A completely, without a proper collision response. - // We consider this preferable to tunneling. - } else { - // Adding 1% of body length to the distance between collision and support point - // should cause body A's support point to arrive just within B's collider next frame. - newlen += (max - min) * 0.01; - } + // Adding 1% of body length to the distance between collision and support point + // should cause body A's support point to arrive just within B's collider next frame. + newlen += (max - min) * 0.01; + // FIXME: This doesn't always work well when colliding with a triangle face of a trimesh shape. p_A->set_linear_velocity((mnormal * newlen) / p_step); |