GeRayCollider intersection ordering

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On 12/07/2011 at 00:30, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R10-R12 
Platform:   Windows  ;   Mac OSX  ; 
Language(s) :     C++  ;

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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.

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On 13/07/2011 at 13:39, xxxxxxxx wrote:

What about testing a 2. time but with the vectors switched ?

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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? ;)

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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