avoid Self-Intersection TraceGeometry

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 15/08/2005 at 10:58, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.1 
Platform:      
Language(s) :     C++  ;

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Hello,

How do I avoid self intersections with TraceGeometry?

The SDK states that I should pass the current hit as last_hit. I dont understand what that means, how do I find the current hit?

Thanks

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 15/08/2005 at 12:09, xxxxxxxx wrote:

The docs says to pass 0 to use the current hit (lhit) or pass the global index you want to ignore (to avoid self-intersection) or NOTOK to check all polygons.
If you look at VolumeData (BaseVolumeData) then 'lhit' is the global polygon index that was hit, 0 indicates no hit. If you need to get from the global to local index then use the ID_to_Obj() function in VolumeData.