Possible imprecision in cast_shape #119
Labels
A-Geometry
C-Bug
Something isn't working
D-Difficult
Needs strong technical background, domain knowledge, or impacts are high, needs testing...
dependencies
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arbitrary important item
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I'm not sure if this is a real issue or just the reality of floating point precision, but I wanted to at least flag it as suspicious.
I have a simple scene with a floor collider of shape
I do a vertical sphere cast from above the floor via
I expect y1 and y2 will both agree on a hit height of ~1.0. In fact, y1 is always within about 1E-7. However, as I vary
start.x
andstart.z
in small 0.01 increments I notice that y2 may drift as little as 5E-8 or as much as 6E-2. I don't know the inner workings of the shape cast algorithm, but is this variation expected?The text was updated successfully, but these errors were encountered: