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@@ -696,7 +696,7 @@ Scene.prototype._internalPick = function (rayFunction: (world: Matrix) => Ray, p
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if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {
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// first check if the ray intersects the whole bounding box/sphere of the mesh
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- let result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, true, trianglePredicate);
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+ let result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, true, true, trianglePredicate);
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if (result) {
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if (onlyBoundingInfo) {
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// the user only asked for a bounding info check so we can return
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@@ -755,7 +755,7 @@ Scene.prototype._internalMultiPick = function (rayFunction: (world: Matrix) => R
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let world = mesh.skeleton && mesh.skeleton.overrideMesh ? mesh.skeleton.overrideMesh.getWorldMatrix() : mesh.getWorldMatrix();
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if (mesh.hasThinInstances && (mesh as Mesh).thinInstanceEnablePicking) {
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- let result = this._internalPickForMesh(null, rayFunction, mesh, world, false, true, trianglePredicate);
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+ let result = this._internalPickForMesh(null, rayFunction, mesh, world, true, true, trianglePredicate);
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if (result) {
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const tmpMatrix = TmpVectors.Matrix[1];
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let thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();
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