PointInRange details please



  • Hi
    About the PointInRange the documentation mentions:

    Checks if the screen point (x,y) is within a hit range of the world point p,
    i.e. if the screen point is close to the world points projection on the screen.
    

    It does not provide details about what the actual "range" represents. Nor does it indicate if (and how) this range can be controlled/adjusted.

    Is the current LiveSelection radius value used for this "range", something else, internally defined, ... ?
    Thanks in advance for the details.

    Edit:
    Allright, I can already confirm it is not the LiveSelection's radius ...



  • hi,

    seem to be hardcoded to SELECT_RANGE

    	Vector p = WS(po);
    	p.z = 0.0;
    	p.x -= (Float)x;
    	p.y -= (Float)y;
    	return p.GetSquaredLength() <= SELECT_RANGE * SELECT_RANGE;
    
    #define SELECT_RANGE   10 	// Range Radius
    

    But as you can see, this is pretty easy to create your own function, there's nothing fancy

    Cheers,
    Manuel



  • @m_magalhaes said in PointInRange details please:

    But as you can see, this is pretty easy to create your own function, there's nothing fancy

    True, and I did.
    I just wanted to bring this up, as the documentation was rather ambiguous.