diff --git a/Source/Editor/SceneGraph/Actors/StaticModelNode.cs b/Source/Editor/SceneGraph/Actors/StaticModelNode.cs index 1c09691e5..60be5bef9 100644 --- a/Source/Editor/SceneGraph/Actors/StaticModelNode.cs +++ b/Source/Editor/SceneGraph/Actors/StaticModelNode.cs @@ -1,5 +1,11 @@ // Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. +#if USE_LARGE_WORLDS +using Real = System.Double; +#else +using Real = System.Single; +#endif + using System; using System.Collections.Generic; using FlaxEditor.Content; @@ -24,9 +30,8 @@ namespace FlaxEditor.SceneGraph.Actors { } - /// - public override bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result) + public override bool OnVertexSnap(ref Ray ray, Real hitDistance, out Vector3 result) { // Find the closest vertex to bounding box point (collision detection approximation) result = ray.GetPoint(hitDistance); @@ -37,7 +42,7 @@ namespace FlaxEditor.SceneGraph.Actors if (_vertices == null) _vertices = new(); var pointLocal = (Float3)Actor.Transform.WorldToLocal(result); - var minDistance = float.MaxValue; + var minDistance = Real.MaxValue; var lodIndex = 0; // TODO: use LOD index based on the game view var lod = model.LODs[lodIndex]; { diff --git a/Source/Editor/SceneGraph/SceneGraphNode.cs b/Source/Editor/SceneGraph/SceneGraphNode.cs index dd6a4f9fe..b786efb7c 100644 --- a/Source/Editor/SceneGraph/SceneGraphNode.cs +++ b/Source/Editor/SceneGraph/SceneGraphNode.cs @@ -359,7 +359,7 @@ namespace FlaxEditor.SceneGraph /// Hit distance from ray to object bounding box. /// The result point on the object mesh that is closest to the specified location. /// True if got a valid result value, otherwise false (eg. if missing data or not initialized). - public virtual bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result) + public virtual bool OnVertexSnap(ref Ray ray, Real hitDistance, out Vector3 result) { result = Vector3.Zero; return false;