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[Bullet] Concave collision shapes not working with areas #48023

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Tracked by #45022
mbrlabs opened this issue Apr 19, 2021 · 2 comments
Open
Tracked by #45022

[Bullet] Concave collision shapes not working with areas #48023

mbrlabs opened this issue Apr 19, 2021 · 2 comments

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@mbrlabs
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mbrlabs commented Apr 19, 2021

Godot version:
3.2.3 and 3.3 rc9

OS/device including version:
Windows 10, Nvidia GeForce RTX 2060/PCIe/SSE2

Issue description:
Areas with concave collision shapes (generated in Godot via the editor) don't detect collisions. If you use the same shape for a StaticBody it works however. I also tested this with GodotPhysics and it works there, so it's a Bullet-only related issue.

Concave collsion shape (created with "Create Trimesh collision sibling" in the editor):
concave

Convex collsion shape (created with "Create Single Convex collision sibling" in the editor):
convex

Steps to reproduce:

  • Create a bunch of cubes in Blender and export as obj
  • Generate convex and concave collision shapes
  • Add both shapes to an area and disable one while keeping the other enabled
  • Concave shape detects bodies, convex shape does not

Minimal reproduction project:
Same MRP as in gifs: AreaConcaveCollisionBug.zip

mrp

@mbrlabs
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mbrlabs commented Apr 19, 2021

I just found #27970, but this issue is fixed (at least the MRP works there). Probably because it's such a simple shape. For more complicated shapes that are actually concave like in my example it's still broken.

@rburing
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rburing commented Sep 20, 2022

The MRP in #27970 uses a box-shaped area to detect a trimesh (concave) static body; it is not the same as this issue, which is that a trimesh (concave) area doesn't detect anything (when using the Bullet physics server).

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