{"action":"created","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/16541","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/16541/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/16541/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/16541/events","html_url":"https://github.com/godotengine/godot/issues/16541","id":296122511,"node_id":"MDU6SXNzdWUyOTYxMjI1MTE=","number":16541,"title":"3D collision tests performed on all bodies regardless of layer/mask with GodotPhysics (probably Bullet too)","user":{"login":"nadnam","id":35498904,"node_id":"MDQ6VXNlcjM1NDk4OTA0","avatar_url":"https://avatars1.githubusercontent.com/u/35498904?v=4","gravatar_id":"","url":"https://api.github.com/users/nadnam","html_url":"https://github.com/nadnam","followers_url":"https://api.github.com/users/nadnam/followers","following_url":"https://api.github.com/users/nadnam/following{/other_user}","gists_url":"https://api.github.com/users/nadnam/gists{/gist_id}","starred_url":"https://api.github.com/users/nadnam/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/nadnam/subscriptions","organizations_url":"https://api.github.com/users/nadnam/orgs","repos_url":"https://api.github.com/users/nadnam/repos","events_url":"https://api.github.com/users/nadnam/events{/privacy}","received_events_url":"https://api.github.com/users/nadnam/received_events","type":"User","site_admin":false},"labels":[{"id":73330064,"node_id":"MDU6TGFiZWw3MzMzMDA2NA==","url":"https://api.github.com/repos/godotengine/godot/labels/bug","name":"bug","color":"ff2222","default":true},{"id":370471880,"node_id":"MDU6TGFiZWwzNzA0NzE4ODA=","url":"https://api.github.com/repos/godotengine/godot/labels/topic:physics","name":"topic:physics","color":"ffdd44","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":{"url":"https://api.github.com/repos/godotengine/godot/milestones/7","html_url":"https://github.com/godotengine/godot/milestone/7","labels_url":"https://api.github.com/repos/godotengine/godot/milestones/7/labels","id":2529217,"node_id":"MDk6TWlsZXN0b25lMjUyOTIxNw==","number":7,"title":"3.1","description":"","creator":{"login":"akien-mga","id":4701338,"node_id":"MDQ6VXNlcjQ3MDEzMzg=","avatar_url":"https://avatars0.githubusercontent.com/u/4701338?v=4","gravatar_id":"","url":"https://api.github.com/users/akien-mga","html_url":"https://github.com/akien-mga","followers_url":"https://api.github.com/users/akien-mga/followers","following_url":"https://api.github.com/users/akien-mga/following{/other_user}","gists_url":"https://api.github.com/users/akien-mga/gists{/gist_id}","starred_url":"https://api.github.com/users/akien-mga/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/akien-mga/subscriptions","organizations_url":"https://api.github.com/users/akien-mga/orgs","repos_url":"https://api.github.com/users/akien-mga/repos","events_url":"https://api.github.com/users/akien-mga/events{/privacy}","received_events_url":"https://api.github.com/users/akien-mga/received_events","type":"User","site_admin":false},"open_issues":1016,"closed_issues":2829,"state":"open","created_at":"2017-05-18T13:33:56Z","updated_at":"2018-08-28T02:10:14Z","due_on":null,"closed_at":null},"comments":5,"created_at":"2018-02-10T18:34:08Z","updated_at":"2018-08-28T05:28:57Z","closed_at":null,"author_association":"NONE","body":"**Godot version:**\r\nv3.0-stable_x11.64\r\n\r\n**Issue description:**\r\n3D collision tests are performed on bodies that should never collide. Collision pairs are generated _even before_ bodies come near each other, and after bodies intersect. No collision pairs should be generated.\r\n\r\nThis causes significant performance problem in all cases. Regardless of layer/mask settings, sufficient number of bodies will kill CPU performance even though there should be no tests performed at all.\r\n\r\n**Steps to reproduce:**\r\nRun attached project. Surface and cube have different layers/masks set. They should never collide and this is confirmed when cube falls trough surface.  But collision pairs are generated _before and after_ cube makes \"contact\".\r\nRunning with Bullet can't provide more info because performance monitor isn't showing correct values https://github.com/godotengine/godot/issues/16540\r\n\r\n**Minimal reproduction project:**\r\n[BugTest.zip](https://github.com/godotengine/godot/files/1713664/BugTest.zip)\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/godotengine/godot/issues/comments/416455884","html_url":"https://github.com/godotengine/godot/issues/16541#issuecomment-416455884","issue_url":"https://api.github.com/repos/godotengine/godot/issues/16541","id":416455884,"node_id":"MDEyOklzc3VlQ29tbWVudDQxNjQ1NTg4NA==","user":{"login":"AndreaCatania","id":8342599,"node_id":"MDQ6VXNlcjgzNDI1OTk=","avatar_url":"https://avatars2.githubusercontent.com/u/8342599?v=4","gravatar_id":"","url":"https://api.github.com/users/AndreaCatania","html_url":"https://github.com/AndreaCatania","followers_url":"https://api.github.com/users/AndreaCatania/followers","following_url":"https://api.github.com/users/AndreaCatania/following{/other_user}","gists_url":"https://api.github.com/users/AndreaCatania/gists{/gist_id}","starred_url":"https://api.github.com/users/AndreaCatania/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/AndreaCatania/subscriptions","organizations_url":"https://api.github.com/users/AndreaCatania/orgs","repos_url":"https://api.github.com/users/AndreaCatania/repos","events_url":"https://api.github.com/users/AndreaCatania/events{/privacy}","received_events_url":"https://api.github.com/users/AndreaCatania/received_events","type":"User","site_admin":false},"created_at":"2018-08-28T05:28:57Z","updated_at":"2018-08-28T05:28:57Z","author_association":"MEMBER","body":"I think that that data are wrong in Godot physics rather that is created a pair...\r\n\r\nIn bullet the result is 0 because I didn't create the function that update it, I will do to allow more fine optimization."}}
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