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Warn users when collisions are not supported
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@ -229,6 +229,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
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if (type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
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if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
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WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
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return false;
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}
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@ -240,6 +241,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
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} else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
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if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
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WARN_PRINT_ONCE("Collisions between two rays are not supported.");
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return false; //no ray-ray
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}
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@ -251,6 +253,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
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} else if (concave_B) {
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if (concave_A) {
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WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
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return false;
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}
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@ -370,12 +370,15 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
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if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
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WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
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return false;
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}
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if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
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return false;
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}
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if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
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WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
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return false;
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}
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@ -387,6 +390,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
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WARN_PRINT_ONCE("Collisions between rays are not supported.");
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return false;
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}
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@ -398,7 +402,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
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if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
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// Soft Body / Soft Body not supported.
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WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
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return false;
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}
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@ -410,6 +414,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
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} else if (concave_B) {
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if (concave_A) {
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WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
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return false;
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}
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