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Possible Issue with Raycasting #294
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to-investigate
This maybe a bug... but needs investigation
The screenshot above was taken by using CodeLLDB and stepping through the execution of Rust code.As you can see, pre-normalization theray
vector is about(12, 15, -98)
which is actually a unit vector with its magnitude x100.That means we'd expect the normalized vector to be around(0.12, 0.15, -0.98)
After normalization (assigned todirection
) the vector is(-0.98, 0, 0)
.The-0.98
value placed in the x scalar slot should be placed in the z scalar slot, and the x and y scalars are not present at all.Now, CodeLLDB isn't perfect, it may not be mapping the memory values correctly, so this may essentially be a visual bug with the debugger.However, I am experiencing a bug where I'm casting a ray through some collider shapes, and the ray cast always returnsNone
, even when I confirm thestart
andray
vectors would correctly cause the ray to pass through the location of the collider shapes.The vector normalization misalignment is the best lead I have so far.For the sake of completeness,, I've attached below a copy a post I made asking for help in the Bevy Discord server. If there's an obvious bug there that would cause the raycast to not detect the collision shapes, then I think it's reasonable to chalk up the erroneous vector normalization to a debugger memory layout bug.
However, if the attached code looks correct, then as above, this vector normalization bug is the best lead I have for a root cause.
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