Repository: godotengine/godot
File: scene/main/viewport.cpp (C++)

Code before:
		CollisionObject3D *capture_object = nullptr;
		if (physics_object_capture.is_valid()) {
			capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
			if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {
				physics_object_capture = ObjectID();
			} else {
				last_id = physics_object_capture;
				last_object = capture_object;
			}
		}

		if (pos == last_pos) {
			if (last_id.is_valid()) {
				if (ObjectDB::get_instance(last_id) && last_object) {
					// Good, exists.
					_collision_object_3d_input_event(last_object, camera_3d, ev, result.position, result.normal, result.shape);
					if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
						physics_object_capture = last_id;
					}
				}
			}
		} else {
			if (camera_3d) {
				Vector3 from = camera_3d->project_ray_origin(pos);
				Vector3 dir = camera_3d->project_ray_normal(pos);
				real_t far = camera_3d->get_far();

				PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
				if (space) {
					PhysicsDirectSpaceState3D::RayParameters ray_params;
					ray_params.from = from;
					ray_params.to = from + dir * far;
					ray_params.collide_with_areas = true;
					ray_params.pick_ray = true;

					bool col = space->intersect_ray(ray_params, result);
					ObjectID new_collider;
					CollisionObject3D *co = col ? Object::cast_to<CollisionObject3D>(result.collider) : nullptr;
					if (co && co->can_process()) {
						new_collider = result.collider_id;
						if (!capture_object) {
							last_object = co;
							last_id = result.collider_id;
							if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
								physics_object_capture = last_id;
							}
						}
					}

					if (is_mouse && new_collider != physics_object_over) {
						if (physics_object_over.is_valid()) {

Review comment (suggestion):
For symmetry with the existing code in `GLTFCamera`:

```suggestion
				real_t depth_far = camera_3d->get_far();
```

Code after:
		CollisionObject3D *capture_object = nullptr;
		if (physics_object_capture.is_valid()) {
			capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
			if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {
				physics_object_capture = ObjectID();
			} else {
				last_id = physics_object_capture;
				last_object = capture_object;
			}
		}

		if (pos == last_pos) {
			if (last_id.is_valid()) {
				if (ObjectDB::get_instance(last_id) && last_object) {
					// Good, exists.
					_collision_object_3d_input_event(last_object, camera_3d, ev, result.position, result.normal, result.shape);
					if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
						physics_object_capture = last_id;
					}
				}
			}
		} else {
			if (camera_3d) {
				Vector3 from = camera_3d->project_ray_origin(pos);
				Vector3 dir = camera_3d->project_ray_normal(pos);
				real_t depth_far = camera_3d->get_far();

				PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
				if (space) {
					PhysicsDirectSpaceState3D::RayParameters ray_params;
					ray_params.from = from;
					ray_params.to = from + dir * depth_far;
					ray_params.collide_with_areas = true;
					ray_params.pick_ray = true;

					bool col = space->intersect_ray(ray_params, result);
					ObjectID new_collider;
					CollisionObject3D *co = col ? Object::cast_to<CollisionObject3D>(result.collider) : nullptr;
					if (co && co->can_process()) {
						new_collider = result.collider_id;
						if (!capture_object) {
							last_object = co;
							last_id = result.collider_id;
							if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
								physics_object_capture = last_id;
							}
						}
					}

					if (is_mouse && new_collider != physics_object_over) {
						if (physics_object_over.is_valid()) {