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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-03-20 12:03:01 +0100
committerGitHub <noreply@github.com>2022-03-20 12:03:01 +0100
commitb05e56e90d5d2fe15290dc7f277e7c9f53fc96f0 (patch)
treee62538ed2f442d40336b4d8362a4fa71c3d33a42 /servers/physics_3d/godot_space_3d.cpp
parentca101fe080af6012abde372733e5f02a6f67860e (diff)
parent3d4be5d4c2469a2a242599f805fd0282c2e25620 (diff)
Merge pull request #59346 from rburing/raycast_from_inside_global
Raycasts hitting from inside: return collision point in global coordinates
Diffstat (limited to 'servers/physics_3d/godot_space_3d.cpp')
-rw-r--r--servers/physics_3d/godot_space_3d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index e28b6da0d9..e8af2d7283 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -153,7 +153,7 @@ bool GodotPhysicsDirectSpaceState3D::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 = Vector3();
res_shape = shape_idx;
res_obj = col_obj;