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Fix separating axes for 3D cylinder-face collisions

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.
Markus Mikonsaari 1 year ago
parent
commit
3f69af9e64
1 changed files with 1 additions and 1 deletions
  1. 1 1
      servers/physics_3d/godot_collision_solver_3d_sat.cpp

+ 1 - 1
servers/physics_3d/godot_collision_solver_3d_sat.cpp

@@ -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;