Remove unnecessary bail-out if shape A is concave. The test for A being concave is already performed later.
This commit is contained in:
parent
b6e06038f8
commit
dfa2a0c9ae
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue