Godot: Bullet PR: Area collision shapes are not accurate (transforms are not taken into account)

Created on 14 Oct 2017  路  3Comments  路  Source: godotengine/godot

THIS ISSUE APPLIES TO BULLET PHYSICS PR (it's not related to godot physics engine, or godot main branch at the time of creating this issue)

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Bullet PR, https://github.com/godotengine/godot/pull/10013/commits/e6655f46e2cb9c4ec0681a2c227476fc55608cfc

Issue description:
It seems like for some reason multiple shapes in area will not report body collision in an accurate way. This probably is related to the fact that collision shapes are translated in my case.
I recorded a video that presents this issue:
https://www.youtube.com/watch?v=035OjCd6IyI&feature=youtu.be

Steps to reproduce:

  1. Download sample project
  2. Enable visible debug shapes option in editor 'Debug' menu
  3. Run TestLevel2 scene
  4. Use a and d keys to move body towards area.
  5. When collision will be detected body will jump a little and camera will reposition to better illustrate the problem
  6. (optionally) Check ObjWithArea.tscn scene / script.

Link to minimal example project:
AreaBodyCollisionTest.zip

bug physics

Most helpful comment

Fixed: 59ac299

All 3 comments

cc @AndreaCatania

Fixed: 59ac299

Fixed: 59ac299

Closing then. :)

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