fix hardcoded raycast distance with viewport object picking
having the raycast distance hardcoded to `10000` caused input events to not be registered in very large 3D scenes. This resolves the issue by using the cameras far distance instead. Creating the more predictable behavior of if an object is visible, it will be picked by the viewport. resolves: #49735
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1 changed files with 2 additions and 1 deletions
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@ -715,10 +715,11 @@ void Viewport::_process_picking() {
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if (camera_3d) {
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Vector3 from = camera_3d->project_ray_origin(pos);
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Vector3 dir = camera_3d->project_ray_normal(pos);
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real_t far = camera_3d->far;
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PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
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if (space) {
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bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
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bool col = space->intersect_ray(from, from + dir * far, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
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ObjectID new_collider;
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if (col) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
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