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Description
Tested versions
- 4.4.1 stable
System information
Windows 11
Issue description
When a RayCast3D hits a CollisionShape on the edge there is different behavior between Jolt Physics and Godot Physics:
Jolt Physics:
Ray shoots along the Z-Axis. Reported collision normal is (-1, 0, 0)
Godot Physics:
Ray shoots along the Z-Axis. Reported collision normal is (0, 0, 1)
Jolt Physics behavior has a negative impact because if you put two CollisionShapes next to each other that leave no space inbetween, the reported normal suggest that the ray passed through the CollisionShape:
Ray shoots along the Z-Axis. Reported collision normal is (-1, 0, 0)
Steps to reproduce
- Create a new project
- Create a RayCast3D
- Create a StaticBody3D and a CollisionShape3D with shape BoxShape3D
- Position the nodes so that the RayCast3D collides with the StaticBody3D on the edge of its shape.
- Print the collision shape normal