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Fix cast_motion sometimes failing #43923

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merged 1 commit into from
Jan 14, 2021
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madmiraal
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Currently, cast_motion() sometimes fails. In Godot physics, it fails when the Shape being cast is already colliding with or inside another Shape. This in turn causes the ClippedCamera3D to fail. In Bullet physics, it fails when the motion is zero (or close to zero).

This PR:

  • Fixes Godot physics failing when the cast Shape is inside of, or already colliding with another Shape.
  • Fixes Bullet physics failing when there is no motion.
  • Ensures Godot and Bullet physics behave the same.
  • Updates the documentation to exclude the caveats for the failures and differences.

Fixes #43588.

- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
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@pouleyKetchoupp pouleyKetchoupp left a comment

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Looks good!

@akien-mga akien-mga merged commit 011d201 into godotengine:master Jan 14, 2021
@akien-mga
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Thanks!

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Clipped Camera not working in Godot physics
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