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@@ -370,12 +370,15 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
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if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
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+ WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
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return false;
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}
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if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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+ WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
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return false;
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}
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if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
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+ WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
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return false;
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}
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@@ -387,6 +390,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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+ WARN_PRINT_ONCE("Collisions between rays are not supported.");
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return false;
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}
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@@ -398,7 +402,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
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if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
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- // Soft Body / Soft Body not supported.
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+ WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
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return false;
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}
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@@ -410,6 +414,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (concave_B) {
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if (concave_A) {
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+ WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
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return false;
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}
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