GeRayCollider precision

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On 27/05/2005 at 13:06, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R8.2  
Platform:   Windows  ;   
Language(s) :     C++  ;

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Hi all,

I would like to know if this usefull library have some imprecision problems because when the ray collide with a point.. return a null Rc.

thanks in advance
Renato T.

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On 28/05/2005 at 06:03, xxxxxxxx wrote:

are you sure you are using it correctly? Works perfectly here. Some code would be useful.

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On 28/05/2005 at 10:46, xxxxxxxx wrote:

Hi Katachi,

the prob is that is working at perfect here too except when the ray intersect a point 😞

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On 01/06/2005 at 11:03, xxxxxxxx wrote:

So is this in the case of a standalone point in space, or in the case where a ray hits exactly on a point between polygons? The former might be problematic, but I would have expected the latter to work. If you give me a testcase that sets up an object and shows how the ray collider misses a point, I could send it along to the programmers.

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On 01/06/2005 at 11:10, xxxxxxxx wrote:

Hi Mikael,

The problem occour when you hit a point of a poligon.
just pass to GeRayCollider a single square polygon with a left low corner to 0,0,0 and upper right corner to 1,1,0 and try to shot a ray from 0,0,-1 and you'll get a null from Intersection function.

Cheers
Renato T.

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On 04/07/2005 at 05:37, xxxxxxxx wrote:

Any News?

Cheers
Renato T.

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On 23/07/2005 at 07:53, xxxxxxxx wrote:

News?

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On 27/07/2005 at 06:58, xxxxxxxx wrote:

I'm afraid such precision is outside the scope of the ray collider class. Generally I wouldn't trust it to detect collisions with border cases, even if they look numerically simple. On the other hand, if you find a case where the ray can leak through an edge between two polygons that could be a bug.
If you need numerical stability on borders you will probably need to use some kind of arbitrary precision CAD library.

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On 27/07/2005 at 07:23, xxxxxxxx wrote:

ok 🙂
Thanks
Renato T.