Fix issue #68238 where raycasts don't reliably collide with HeightMapShape3D, by fixing the value bounds_grid_width and bounds_grid_depth passed
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1 changed files with 5 additions and 1 deletions
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@ -1995,7 +1995,11 @@ bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vect
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Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
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Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
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Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
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Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
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Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
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Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
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return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal);
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// Plus 1 here to width and depth of the chunk because _intersect_grid_segment() is used by cell level as well,
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// 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.
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int bounds_width = bounds_grid_width + 1;
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int bounds_depth = bounds_grid_depth + 1;
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return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_width, bounds_depth, bounds_offset, r_point, r_normal);
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}
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}
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}
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}
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