Merge pull request #59346 from rburing/raycast_from_inside_global
Raycasts hitting from inside: return collision point in global coordinates
This commit is contained in:
commit
b05e56e90d
2 changed files with 2 additions and 2 deletions
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue