Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
This commit is contained in:
parent
1a559c9889
commit
63f4e92195
@ -523,7 +523,7 @@ 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) {
|
if (Math::is_equal_approx(**E, p_distance)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user