diff --git a/libraries/physics/src/EntityMotionState.cpp b/libraries/physics/src/EntityMotionState.cpp index 91c4c43c1d..4d210c96c5 100644 --- a/libraries/physics/src/EntityMotionState.cpp +++ b/libraries/physics/src/EntityMotionState.cpp @@ -203,21 +203,6 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const { } assert(entityTreeIsLocked()); - if (_entity->getShapeType() == SHAPE_TYPE_STATIC_MESH - || (_body && _body->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)) { - if (_entity->isMoving()) { - // DANGER: Bullet doesn't support non-zero velocity for these shapes --> collision details may be wrong - // in ways that allow other DYNAMIC objects to tunnel/penetrate/snag. - // However, in practice low-velocity collisions work OK most of the time, and if we enforce these objects - // to be MOTION_TYPE_STATIC then some other bugs can be worse (e.g. when Grabbing --> Grab Action fails) - // so we're making a tradeoff here. - // TODO: The Correct Solution is to NOT use btBvhTriangleMesh shape for moving objects and instead compute the convex - // decomposition and build a btCompoundShape with convex sub-shapes. - return MOTION_TYPE_KINEMATIC; - } - return MOTION_TYPE_STATIC; - } - if (_entity->getLocked()) { if (_entity->isMoving()) { return MOTION_TYPE_KINEMATIC;