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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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++  ;

    ---------
    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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.


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