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BVH - Sync BVH with 3.x
Templated mask checks and generic NUM_TREES Fix leaking leaves
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@@ -1008,11 +1008,8 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
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return collided;
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}
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// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
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void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
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if (!A->interacts_with(B)) {
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return nullptr;
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}
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GodotCollisionObject3D::Type type_A = A->get_type();
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GodotCollisionObject3D::Type type_B = B->get_type();
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if (type_A > type_B) {
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