GeRayCollider precision



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

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

    ---------
    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.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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 :(



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

    Any News?

    Cheers
    Renato T.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

    News?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

    ok :)
    Thanks
    Renato T.


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