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    GeRayCollider precision

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 27/05/2005 at 13:06, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R8.2  
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi all,

      I would like to know if this usefull library have some imprecision problems because when the ray collide with a point.. return a null Rc.

      thanks in advance
      Renato T.

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 28/05/2005 at 06:03, xxxxxxxx wrote:

        are you sure you are using it correctly? Works perfectly here. Some code would be useful.

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 28/05/2005 at 10:46, xxxxxxxx wrote:

          Hi Katachi,

          the prob is that is working at perfect here too except when the ray intersect a point 😞

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          • H Offline
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 01/06/2005 at 11:03, xxxxxxxx wrote:

            So is this in the case of a standalone point in space, or in the case where a ray hits exactly on a point between polygons? The former might be problematic, but I would have expected the latter to work. If you give me a testcase that sets up an object and shows how the ray collider misses a point, I could send it along to the programmers.

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            • H Offline
              Helper
              last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 01/06/2005 at 11:10, xxxxxxxx wrote:

              Hi Mikael,

              The problem occour when you hit a point of a poligon.
              just pass to GeRayCollider a single square polygon with a left low corner to 0,0,0 and upper right corner to 1,1,0 and try to shot a ray from 0,0,-1 and you'll get a null from Intersection function.

              Cheers
              Renato T.

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              • H Offline
                Helper
                last edited by

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

                On 04/07/2005 at 05:37, xxxxxxxx wrote:

                Any News?

                Cheers
                Renato T.

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                • H Offline
                  Helper
                  last edited by

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

                  On 23/07/2005 at 07:53, xxxxxxxx wrote:

                  News?

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                  • H Offline
                    Helper
                    last edited by

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

                    On 27/07/2005 at 06:58, xxxxxxxx wrote:

                    I'm afraid such precision is outside the scope of the ray collider class. Generally I wouldn't trust it to detect collisions with border cases, even if they look numerically simple. On the other hand, if you find a case where the ray can leak through an edge between two polygons that could be a bug.
                    If you need numerical stability on borders you will probably need to use some kind of arbitrary precision CAD library.

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                    • H Offline
                      Helper
                      last edited by

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

                      On 27/07/2005 at 07:23, xxxxxxxx wrote:

                      ok 🙂
                      Thanks
                      Renato T.

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