From 02b6bbc5df079131eaa98925d299b7a328800583 Mon Sep 17 00:00:00 2001 From: vdyotte Date: Thu, 28 Oct 2021 23:08:48 -0400 Subject: [PATCH] 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 --- scene/main/viewport.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 5f8e66e337b..f0dd9cb7f45 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -715,10 +715,11 @@ void Viewport::_process_picking() { if (camera_3d) { Vector3 from = camera_3d->project_ray_origin(pos); Vector3 dir = camera_3d->project_ray_normal(pos); + real_t far = camera_3d->far; PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space()); if (space) { - bool col = space->intersect_ray(from, from + dir * 10000, result, Set(), 0xFFFFFFFF, true, true, true); + bool col = space->intersect_ray(from, from + dir * far, result, Set(), 0xFFFFFFFF, true, true, true); ObjectID new_collider; if (col) { CollisionObject3D *co = Object::cast_to(result.collider);