Use is_equal_approx() instead of vertex_snap when checking if ray is

colliding with equiplanar CSG faces.
This commit is contained in:
Marcel Admiraal 2020-06-29 17:52:36 +01:00
parent 8e120230a1
commit 22ff17793c
1 changed files with 1 additions and 1 deletions

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