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Merge pull request #72107 from rburing/separation_ray_normal
Fix separation ray normal direction
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commit
dfb824c1d1
@ -127,11 +127,10 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
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}
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if (p_result_callback) {
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Vector3 normal = (support_B - support_A).normalized();
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if (p_swap_result) {
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Vector3 normal = (support_B - support_A).normalized();
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p_result_callback(support_B, 0, support_A, 0, normal, p_userdata);
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p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata);
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} else {
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Vector3 normal = (support_A - support_B).normalized();
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p_result_callback(support_A, 0, support_B, 0, normal, p_userdata);
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}
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}
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