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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-11-01 21:01:44 +0100 |
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committer | GitHub <noreply@github.com> | 2021-11-01 21:01:44 +0100 |
commit | 96ce806b2f2797fd27a0d40738ee5be6bc30b0aa (patch) | |
tree | e9898f32d1db0d9516c4a9ab116b6e80b75ce5d9 | |
parent | a57de3b81849a4cb5eadcccb837d787c7744ab8b (diff) | |
parent | 02b6bbc5df079131eaa98925d299b7a328800583 (diff) |
Merge pull request #54369 from S0yKaf/fix-hardcoded-ray-distance
Fix hardcoded raycast distance in viewport object picking
-rw-r--r-- | scene/main/viewport.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 6388b375d9..cdf1f495e4 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -715,10 +715,11 @@ void Viewport::_process_picking() { if (camera_3d) { Vector3 from = camera_3d->project_ray_origin(pos); Vector3 dir = camera_3d->project_ray_normal(pos); + real_t far = camera_3d->far; PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space()); if (space) { - bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true); + bool col = space->intersect_ray(from, from + dir * far, result, Set<RID>(), 0xFFFFFFFF, true, true, true); ObjectID new_collider; if (col) { CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider); |