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
(cherry picked from commit 02b6bbc5df
)
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1 changed files with 2 additions and 1 deletions
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@ -647,10 +647,11 @@ void Viewport::_process_picking(bool p_ignore_paused) {
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if (camera) {
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if (camera) {
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Vector3 from = camera->project_ray_origin(pos);
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Vector3 from = camera->project_ray_origin(pos);
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Vector3 dir = camera->project_ray_normal(pos);
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Vector3 dir = camera->project_ray_normal(pos);
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float far = camera->far;
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PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
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PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
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if (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 = 0;
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ObjectID new_collider = 0;
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if (col) {
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if (col) {
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CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
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CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
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