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Screen.Recording.2025-10-20.at.1.45.12.AM.mov

The math inside of SetFromJitterResult just needed () around the multiplication 😄

internal void SetFromJitterResult(DynamicTree.RayCastResult result, Double3 origin, Double3 direction)
{
    Shape = result.Entity as RigidBodyShape;
    if (Shape == null)
    {
        Hit = false;
        return;
    }

    var userData = Shape.RigidBody.Tag as Rigidbody3D.RigidBodyUserData;

    Hit = true;
    Rigidbody = userData.Rigidbody;
    Transform = Rigidbody?.GameObject?.Transform;
    Normal = new Double3(result.Normal.X, result.Normal.Y, result.Normal.Z);
    Distance = result.Lambda;
-    Point = origin + direction * Distance;
+    Point = origin + (direction * Distance);
}

@michaelsakharov michaelsakharov merged commit b8150a5 into ProwlEngine:Standalone Oct 20, 2025
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2 participants