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[3.x] Optimize area detection and intersect_shape queries with concave shapes #48551

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pouleyKetchoupp
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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.

3.x backport of #48550.


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

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 095dea7 into godotengine:3.x Sep 6, 2021
@pouleyKetchoupp pouleyKetchoupp deleted the concave-shape-optimization-3.x branch September 6, 2021 16:36
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3 participants