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Fix separating axes for 3D cylinder-face collisions
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When checking for lateral surfaces of a cylinder against the points on a
face, the axis projection does not remove the cylinder position. This
results in the axis pointing to the wrong direction and reports
collisions when there shouldn't be.
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Mknsri committed Apr 1, 2024
1 parent 7c6e85d commit 3f69af9
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion servers/physics_3d/godot_collision_solver_3d_sat.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1962,7 +1962,7 @@ static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D

// Points of B, cylinder lateral surface.
for (int i = 0; i < 3; i++) {
const Vector3 &point = vertex[i];
const Vector3 point = vertex[i] - p_transform_a.origin;
Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (axis.dot(normal) < 0.0) {
axis *= -1.0;
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