Revert "Optimized area check"
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@ -650,6 +650,7 @@ void SpaceBullet::check_ghost_overlaps() {
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/// Algorithm support variables
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btCollisionShape *other_body_shape;
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btConvexShape *area_shape;
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btGjkPairDetector::ClosestPointInput gjk_input;
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AreaBullet *area;
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int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
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@ -703,6 +704,10 @@ void SpaceBullet::check_ghost_overlaps() {
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btTransform area_shape_treansform(area->get_bt_shape_transform(y));
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area_shape_treansform.getOrigin() *= area_scale;
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gjk_input.m_transformA =
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area->get_transform__bullet() *
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area_shape_treansform;
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area_shape = static_cast<btConvexShape *>(area->get_bt_shape(y));
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// For each other object shape
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@ -716,35 +721,45 @@ void SpaceBullet::check_ghost_overlaps() {
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btTransform other_shape_transform(otherObject->get_bt_shape_transform(z));
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other_shape_transform.getOrigin() *= other_body_scale;
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btCollisionObjectWrapper obA(
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NULL,
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area_shape,
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area->get_bt_ghost(),
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area->get_transform__bullet() * area_shape_treansform,
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-1,
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y);
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btCollisionObjectWrapper obB(
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NULL,
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other_body_shape,
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otherObject->get_bt_collision_object(),
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otherObject->get_transform__bullet() * other_shape_transform,
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-1,
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z);
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gjk_input.m_transformB =
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otherObject->get_transform__bullet() *
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other_shape_transform;
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btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
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if (other_body_shape->isConvex()) {
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if (!algorithm)
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continue;
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btPointCollector result;
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btGjkPairDetector gjk_pair_detector(
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area_shape,
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static_cast<btConvexShape *>(other_body_shape),
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gjk_simplex_solver,
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gjk_epa_pen_solver);
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gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
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GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
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algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
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if (0 >= result.m_distance) {
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hasOverlap = true;
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goto collision_found;
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}
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algorithm->~btCollisionAlgorithm();
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dispatcher->freeCollisionAlgorithm(algorithm);
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} else {
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if (contactPointResult.hasHit()) {
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hasOverlap = true;
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goto collision_found;
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btCollisionObjectWrapper obA(NULL, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
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btCollisionObjectWrapper obB(NULL, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
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btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
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if (!algorithm)
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continue;
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GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
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algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
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algorithm->~btCollisionAlgorithm();
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dispatcher->freeCollisionAlgorithm(algorithm);
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if (contactPointResult.hasHit()) {
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hasOverlap = true;
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goto collision_found;
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}
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}
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} // ~For each other object shape
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