Fix wrong normal orientation in TriangleShape raycasting

This commit is contained in:
Daniel Chappuis 2020-12-28 00:04:23 +01:00
parent 161796fc9b
commit 5443f0bd54

View File

@ -182,7 +182,7 @@ bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider*
if (hitFraction < decimal(0.0) || hitFraction > ray.maxFraction) return false;
Vector3 localHitNormal = mNormal.dot(pq) > decimal(0.0) ? mNormal : -mNormal;
Vector3 localHitNormal = mNormal.dot(pq) > decimal(0.0) ? -mNormal : mNormal;
raycastInfo.body = collider->getBody();
raycastInfo.collider = collider;