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Fix separating axes for 3D cylinder-face collisions
When checking for lateral surfaces of a cylinder against the points on a face, the axis projection does not remove the cylinder position. This results in the axis pointing to the wrong direction and reports collisions when there shouldn't be.
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@ -1962,7 +1962,7 @@ static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D
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// Points of B, cylinder lateral surface.
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for (int i = 0; i < 3; i++) {
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const Vector3 &point = vertex[i];
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const Vector3 point = vertex[i] - p_transform_a.origin;
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Vector3 axis = Plane(cyl_axis).project(point).normalized();
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if (axis.dot(normal) < 0.0) {
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axis *= -1.0;
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