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Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.

Marcel Admiraal %!s(int64=5) %!d(string=hai) anos
pai
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22ff17793c
Modificáronse 1 ficheiros con 1 adicións e 1 borrados
  1. 1 1
      modules/csg/csg.cpp

+ 1 - 1
modules/csg/csg.cpp

@@ -524,7 +524,7 @@ void CSGBrushOperation::MeshMerge::_add_distance(List<real_t> &r_intersectionsA,
 
 	// Check if distance exists.
 	for (const List<real_t>::Element *E = intersections.front(); E; E = E->next())
-		if (Math::abs(**E - p_distance) < vertex_snap) return;
+		if (Math::is_equal_approx(**E, p_distance)) return;
 
 	intersections.push_back(p_distance);
 }