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Make Godot compile with 3D physics disabled again.
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@@ -2768,15 +2768,15 @@ void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector<Selec
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far_plane.d += zfar;
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frustum.push_back(far_plane);
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// Keep track of the currently listed nodes, so repeats can be ignored.
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HashSet<Node *> node_list;
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#ifndef PHYSICS_3D_DISABLED
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Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size());
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Ref<ConvexPolygonShape3D> shape;
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shape.instantiate();
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shape->set_points(points);
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// Keep track of the currently listed nodes, so repeats can be ignored.
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HashSet<Node *> node_list;
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// Start with physical objects.
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PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
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PhysicsDirectSpaceState3D::ShapeResult results[32];
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