bugfix(heightmap): Fix ray casting in BaseHeightMapRenderObjClass::Cast_Ray (2)#2869
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xezon wants to merge 2 commits into
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bugfix(heightmap): Fix ray casting in BaseHeightMapRenderObjClass::Cast_Ray (2)#2869xezon wants to merge 2 commits into
xezon wants to merge 2 commits into
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| Filename | Overview |
|---|---|
| Core/GameEngineDevice/Source/W3DDevice/GameClient/BaseHeightMap.cpp | Updates Cast_Ray to construct a bounded initial terrain box and refine its ray intersections. |
Reviews (2): Last reviewed commit: "Fix ray height margin" | Re-trigger Greptile
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This change is follow up for #2836 and applies more fixing in the Cast_Ray function.
Before this change the ray cast was failing if the camera was positioned below the max terrain height. The logical consequence was that no unit could be ordered to move anywhere on close zoom.
With the fixed logic the initial terrain hit box is assembled in a way that the ray cast has a chance to hit it before moving forward with the narrowing search.