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authorRicardo Buring <ricardo.buring@gmail.com>2022-03-20 10:31:03 +0100
committerRicardo Buring <ricardo.buring@gmail.com>2022-03-20 10:31:03 +0100
commit3d4be5d4c2469a2a242599f805fd0282c2e25620 (patch)
tree78b5cd9f4c42812618c97927ae6e3722c6fc63c6 /servers/physics_2d
parent19950076b1edbd924b64ed41d27a5239ca0c1a7b (diff)
Raycasts hitting from inside: return collision point in global coordinates
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/godot_space_2d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index 04b8d3c741..99c0566fb1 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -158,7 +158,7 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame
if (p_parameters.hit_from_inside) {
// Hit shape at starting point.
min_d = 0;
- res_point = local_from;
+ res_point = begin;
res_normal = Vector2();
res_shape = shape_idx;
res_obj = col_obj;