TraceGeometry: check for hitting same obj



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/04/2004 at 15:20, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.503 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Ok, I've the following situation: Trace Geometry starts a surface of a closed body, and I need to find this volume's surface in ray direction.

    My question is:
    How to ignore any objects in between? Basically I need a method to check if the current hit is on the same surface as my very first lhit (starting point).
    Alternatively a check if the surface it using the same material could be valuable...
    ...or a method to ignore any other object.

    Thanks for any tips and insight!

    Kabe



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/04/2004 at 16:05, xxxxxxxx wrote:

    Sounds like you should be able to use ID_to_Obj() on the hits to see if they are on the same objects. If they aren't, simply continue tracing.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/04/2004 at 23:45, xxxxxxxx wrote:

    Thanks for pointing me to the right direction, that was what I was searching for.

    Is it ok to compare the resultig RayObject*, or should I convert to the Object Number using Obj_to_Num() ?

    Thanks

    Kabe



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/04/2004 at 18:02, xxxxxxxx wrote:

    I think that it's safe to check the RayObjects, at least when you're just in one thread. (As you would be if calling TraceGeometry() in your own loop.)


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