Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/07/2011 at 00:30, xxxxxxxx wrote:
User Information: Cinema 4D Version: R10-R12 Platform: Windows ; Mac OSX ; Language(s) : C++ ;
--------- Just a quick question about getting the intersections (by index) from a GeRayCollider result set: is there any default ordering of the results (farthest to nearest, nearest to farthest) or are they randomly indexed?
The reason that I ask is that Maya's API allows for testing in both directions of the ray source and sorting (from negative to positive linearly). I need to do something similar, the hard way since C4D's API does not have bidirectional testing.
On 13/07/2011 at 13:39, xxxxxxxx wrote:
What about testing a 2. time but with the vectors switched ?
On 13/07/2011 at 15:14, xxxxxxxx wrote:
Found out that I didn't need any ordering. It was inferred (the negative ray indexed by hitcount-1) and then just needed to call GetNearestPoint() to get the information from the negative GeRayCollider. I suggest that Maxon take a long look at the Maya API. It is something else. They have Octree or Voxelized collision testing 'built in' to their intersector class framework. What do we get again?
On 15/07/2011 at 01:47, xxxxxxxx wrote:
kuroyume0161 what are you on to? Sounds interesting, I am cralling these forums till someone eplains something like raycolider, I am no programer as you know but i long for a plugin checking the visibillity of an object inside a szene (not by camera) lets say by a sphere ...
please feel free to add me as a betatester if you develop something similar. We have huge tractors with over 10000 parts in c4d here and I am cleaning them manuall !!
sorry for that hijack
kind regards mogh