Merge pull request #114453 from BenLubar/compile-without-3d-physics-again-again

Make Godot compile with 3D physics disabled again, again.
This commit is contained in:
Rémi Verschelde
2026-01-01 16:47:55 +01:00

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