Fix short raycasts missing large objects (#14339)

Increases the tolerance from one node to five nodes.
Also optimizes the "sphere" used for pre-filtering entities
to start in the middle of the line segment rather than at the start.
This commit is contained in:
Lars Müller 2024-02-04 14:04:05 +01:00 committed by GitHub
parent e7dbd325d2
commit 1d9c9710d7
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 4 additions and 2 deletions

@ -8403,6 +8403,8 @@ Player properties need to be saved manually.
-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
-- For server-side raycasts to work correctly,
-- the selection box should extend at most 5 units in each direction.
pointable = true,

@ -1826,8 +1826,8 @@ void ServerEnvironment::getSelectedActiveObjects(
const std::optional<Pointabilities> &pointabilities)
{
std::vector<ServerActiveObject *> objs;
getObjectsInsideRadius(objs, shootline_on_map.start,
shootline_on_map.getLength() + 10.0f, nullptr);
getObjectsInsideRadius(objs, shootline_on_map.getMiddle(),
0.5 * shootline_on_map.getLength() + 5 * BS, nullptr);
const v3f line_vector = shootline_on_map.getVector();
for (auto obj : objs) {