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3 changes: 1 addition & 2 deletions src/esp/physics/bullet/BulletPhysicsManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -491,8 +491,7 @@ RaycastResults BulletPhysicsManager::castRay(const esp::geo::Ray& ray,
hit.normal = Magnum::Vector3{allResults.m_hitNormalWorld[i]};
hit.point = Magnum::Vector3{allResults.m_hitPointWorld[i]};
hit.rayDistance =
(static_cast<double>(allResults.m_hitFractions[i]) * maxDistance) /
rayLength;
(static_cast<double>(allResults.m_hitFractions[i]) * maxDistance);
// default to -1 for "scene collision" if we don't know which object was
// involved
hit.objectId = -1;
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14 changes: 14 additions & 0 deletions tests/test_physics.py
Original file line number Diff line number Diff line change
Expand Up @@ -568,6 +568,20 @@ def test_raycast():
sim.set_stage_is_collidable(False)
raycast_results = sim.cast_ray(test_ray_1)
assert not raycast_results.has_hits()
sim.set_stage_is_collidable(True)

# test non-unit ray direction
test_ray_1.direction = mn.Vector3(0.5, 0, 0)
raycast_results = sim.cast_ray(test_ray_1)
assert raycast_results.has_hits()
assert len(raycast_results.hits) == 3
assert (
raycast_results.hits[0].point
- (
test_ray_1.origin
+ test_ray_1.direction * raycast_results.hits[0].ray_distance
)
).length() < 0.001


@pytest.mark.skipif(
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