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authorMarcel Admiraal <madmiraal@users.noreply.github.com>2020-06-29 17:52:36 +0100
committerMarcel Admiraal <madmiraal@users.noreply.github.com>2020-06-29 18:21:15 +0100
commit63f4e9219585200c380189b765bff01dd79214c1 (patch)
treeea6fded1efcbdf05ccb170c4fe6e5456a66cabdd /modules/csg/csg.cpp
parent1a559c9889b5a8ae9fdc65482548c6bad0b61eb4 (diff)
Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
Diffstat (limited to 'modules/csg/csg.cpp')
-rw-r--r--modules/csg/csg.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp
index a3250f0d57..6c0a3a4ca3 100644
--- a/modules/csg/csg.cpp
+++ b/modules/csg/csg.cpp
@@ -523,7 +523,7 @@ void CSGBrushOperation::MeshMerge::_add_distance(List<real_t> &r_intersectionsA,
// Check if distance exists.
for (const List<real_t>::Element *E = intersections.front(); E; E = E->next()) {
- if (Math::abs(**E - p_distance) < vertex_snap) {
+ if (Math::is_equal_approx(**E, p_distance)) {
return;
}
}