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-rw-r--r--servers/physics_3d/godot_space_3d.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index ed756a7f9d..2490a2f506 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -926,6 +926,9 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+ body_aabb.position += p_parameters.motion * unsafe;
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -937,10 +940,6 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
GodotShape3D *body_shape = p_body->get_shape(j);
- body_aabb.position += p_parameters.motion * unsafe;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
for (int i = 0; i < amount; i++) {
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {