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Optimize area detection and intersect_shape queries with concave shapes #48550

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pouleyKetchoupp
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@pouleyKetchoupp pouleyKetchoupp commented May 8, 2021

Whenever contact points are not needed, collision checks with concave shapes (triangle mesh and heightmap) stop at the first colliding triangle.

Can lead to massive performance boost with concave shapes.


Test project:
physics_tests_area.zip
(default scene for area test, will be added to official physics tests after some cleaning)
(3.x only)

@pouleyKetchoupp
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Rebased.

Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
@pouleyKetchoupp pouleyKetchoupp merged commit 569d878 into godotengine:master Aug 27, 2021
@pouleyKetchoupp pouleyKetchoupp deleted the concave-shape-optimization branch August 27, 2021 17:55
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3 participants