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One-directional collision layer check for rigid bodies and soft bodies #50625
One-directional collision layer check for rigid bodies and soft bodies #50625
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Check for each body individually if it collides with the other one or ignores it. When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping.
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Just pushed a couple changes:
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I was thinking about whether we should expose this as an opt-in project setting for I guess it mainly depends on how much demand there is to have this feature in |
@Calinou That sounds like a good idea! It should be relatively easy to do for 2D. It would require a bit more work for 3D as we would have to make it fully compatible with Bullet as well. It's not the case for rigid body vs. rigid body collision. It should be possible, but hopefully it's not too complicated. |
looks great! |
Thanks! |
Check for each body individually if it collides with the other one or ignores it.
When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping.
Implements godotengine/godot-proposals#2775 for RigidBody and SoftBody.
Supersedes #49166.