Faster way than rotating through all pts?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/12/2007 at 16:53, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   11.5 
Platform:   Windows  ;   
Language(s) :     C++  ;

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Hi,

I'm developping a 'tool' plugin (ToolData). I use this tool by clicking on an edge of a mesh. My problem is, how do I know on what edge I clicked? I can iterate through all the points of my mesh and compare the x/y values with the values from my mouse but this would be a lot of calculating for the computer when I'm using the tool with big meshes. Isn't there a faster way doing this (I mean without rotating through all the points of a mesh)?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/12/2007 at 17:47, xxxxxxxx wrote:

First, I'm amazed that you have R11.5. Who do you know on the inside? 😉

Bad humor aside, you might want to consider trying your hand at using the GeRayCollider class. This will only get you a polygon or so, but it at least limits the number of vertices or edges to be searched.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 12/12/2007 at 05:17, xxxxxxxx wrote:

Quote: Originally posted by kuroyume0161 on 11 December 2007
>
> * * *
>
> First, I'm amazed that you have R11.5. Who do you know on the inside? 😉
>
> Bad humor aside, you might want to consider trying your hand at using the GeRayCollider class. This will only get you a polygon or so, but it at least limits the number of vertices or edges to be searched.
>
>
>
> * * *

Lol, that's what happens when you write a message at 3am local time 🙂

I am going to take a look at the GeRayCollider class this evening. Thank you for your reply.