Merge pull request #72107 from rburing/separation_ray_normal

Fix separation ray normal direction
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Rémi Verschelde 2023-01-31 10:54:34 +01:00
commit dfb824c1d1
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@ -127,11 +127,10 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
}
if (p_result_callback) {
Vector3 normal = (support_B - support_A).normalized();
if (p_swap_result) {
Vector3 normal = (support_B - support_A).normalized();
p_result_callback(support_B, 0, support_A, 0, normal, p_userdata);
p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata);
} else {
Vector3 normal = (support_A - support_B).normalized();
p_result_callback(support_A, 0, support_B, 0, normal, p_userdata);
}
}