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Improved kinematic body 2D and 3D, Now can move rigid body
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@@ -98,11 +98,16 @@ bool GodotKinClosestConvexResultCallback::needsCollision(btBroadphaseProxy *prox
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if (gObj == m_self_object) {
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return false;
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} else {
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if (m_ignore_areas && gObj->getType() == CollisionObjectBullet::TYPE_AREA) {
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// A kinematic body can't be stopped by a rigid body since the mass of kinematic body is infinite
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if (m_infinite_inertia && !btObj->isStaticOrKinematicObject())
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return false;
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} else if (m_self_object->has_collision_exception(gObj)) {
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if (gObj->getType() == CollisionObjectBullet::TYPE_AREA)
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return false;
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if (m_self_object->has_collision_exception(gObj))
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return false;
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}
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}
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return true;
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} else {
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