Mesh/Ray and Topo/Ray intersection would return the wrong point for closed volumes — it was only returning the first intersection, rather than the nearest, so it was impossible to (e.g.) project a ray down onto a topography and get the location of the intersection.
The RayIntersectTopo test got blown away by this PR with what appears to be some temporary code — it switched from testing Ray.Intersects(Topography) to testing Ray.Intersects(Triangle).
DESCRIPTION:
Checks all near triangles, rather than aborting after the first one.
BACKGROUND:
RayIntersectTopo
test got blown away by this PR with what appears to be some temporary code — it switched from testingRay.Intersects(Topography)
to testingRay.Intersects(Triangle)
.DESCRIPTION:
RayIntersectsTopo
testREQUIRED:
CHANGELOG.md
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