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authorPrecisionRender <austin08dean@gmail.com>2023-03-05 15:59:22 -0600
committerPrecisionRender <austin08dean@gmail.com>2023-08-02 15:16:44 -0500
commitaf7f787c6ed3ac39f61ca0e346256a5aa6a00289 (patch)
treed9b78d6883be72f85db7bf5abbde1e45a30bf7aa /servers/physics_3d/godot_collision_solver_3d.cpp
parent262d1eaa631e9cefc3f6f09845579cef2af37576 (diff)
downloadredot-engine-af7f787c6ed3ac39f61ca0e346256a5aa6a00289.tar.gz
Add ability to get barycentric coordinates from ray
Diffstat (limited to 'servers/physics_3d/godot_collision_solver_3d.cpp')
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index 2de1d86de1..db48111eea 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -106,7 +106,8 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
to = ai.xform(to);
Vector3 p, n;
- if (!p_shape_B->intersect_segment(from, to, p, n, true)) {
+ int fi = -1;
+ if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) {
return false;
}