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Collision excepted bodies still interact when under continuous collision detection. #103

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Scuas opened this issue May 19, 2024 · 3 comments
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bug Something isn't working upstream_issue

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@Scuas
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Scuas commented May 19, 2024

Describe the bug
Rigidbodies with collision exceptions will be stopped by continuous collision detection when they should be ignored.

To Reproduce
Steps to reproduce the behavior:
Create rigidbodies which are capable of collision with one another, at least one body must have ray or shape cast continuous detection.
Set one body to have an exception with the other, and impulse it at a very high speed to cause a collision.
See that despite having an exception, the body will try to 'stop' on the other. Positionally, it's like they've collided, but the game does not register any collision.

Expected behavior
Bodies that have the other as collision exceptions should never interact at all, as under Godot Physics 2D.

Environment (please complete the following information):

  • OS: [Windows]
  • Version [175c45e]
  • Godot Version: 4.3
  • Type [simd single]

Example project(zip)
rapierexceptionsissue.zip

@Scuas Scuas added the bug Something isn't working label May 19, 2024
@Ughuuu
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Ughuuu commented Jun 27, 2024

Adding this video

Screen.Recording.2024-06-27.at.18.01.46.mov

@Ughuuu
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Ughuuu commented Jul 1, 2024

Using now rapier collision groups, so it should at least no longer happen if using masks/layers to filter collisions (after this PR) #128

@Ughuuu
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Ughuuu commented Oct 14, 2024

Aparently doing the collision filter test in intersection test and not contact test makes everything faster(or should) and fixes this. What I was doing I was enabling collisions but disabling contacts.

EDIT: was wrong, intersection tests is for areas. It was correct, just CCD filtering is missing in rapier. Created issue there to track it.

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