Fix issue #68238 where raycasts don't reliably collide with HeightMapShape3D, by fixing the value bounds_grid_width and bounds_grid_depth passed

This commit is contained in:
Kevin Kuo 2024-09-25 16:17:20 -07:00
parent f7c567e2f5
commit c453a91d76

View file

@ -1995,7 +1995,11 @@ bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vect
Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE; Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE; Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE; Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal); // Plus 1 here to width and depth of the chunk because _intersect_grid_segment() is used by cell level as well,
// and in _intersect_grid_segment() the loop will exit 1 early because for cell point triangle lookup, it dose x + 1, z + 1 etc for the vertex.
int bounds_width = bounds_grid_width + 1;
int bounds_depth = bounds_grid_depth + 1;
return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_width, bounds_depth, bounds_offset, r_point, r_normal);
} }
} }