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    Collision within a Radius

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/04/2011 at 08:14, xxxxxxxx wrote:

      You cold try using PointLineDistance instead. If the distance from the handle to the ray is less than the desired radius, you have a hit.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/04/2011 at 09:35, xxxxxxxx wrote:

        So if I wanted to use PointLineDistance()...
         
        Would it be like this?
         
         
        PointLineDistance(wtail, whead, res.hitpos);
         
        Also, is the Vector that is returned by this function the distance fromt the point to the ray?

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/04/2011 at 09:44, xxxxxxxx wrote:

          Or would I instead do:
           
          PointLineDistance(wtail, oray, res.hitpos);

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/04/2011 at 13:32, xxxxxxxx wrote:

            okay using the last code i posted the res.hitpos always returns 0,0,0

            Anyone have any idea why?

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 07/04/2011 at 14:52, xxxxxxxx wrote:

              (0,0,0) is correct.

              Because you calculate the distance between your 'intersection line' and a hit point of the intersection.

              A Point at a line = distance = 0. 😉

              You should do it maybe with points of a polygon near the hit 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 07/04/2011 at 16:16, xxxxxxxx wrote:

                Like this?

                Vector distance = PointLineDistance(wtail, oray, pObj->GetMg().off);

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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 07/04/2011 at 16:25, xxxxxxxx wrote:

                  How does the vector returned by PointLineDistance() represent the distance,,,  what does each Real in the Vector represent?

                  for example   when I use the above line I get a bunch of different numbers and those numbers do not seem to be the same when the camera is in different places..

                  Hopefully that makes sense..  lol

                  ~Shawn

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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 07/04/2011 at 16:44, xxxxxxxx wrote:

                    The ray should be in the same space as the object and the shortest distance is the length of the returned vector.

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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 07/04/2011 at 17:27, xxxxxxxx wrote:

                      okay I've got it work using

                        
                        
                      Vector distance = PointLineDistance(wtail, whead, pObj->GetMg().off);  
                        Real disX = distance.x;  
                        Real disY = distance.y;  
                        Real disZ = distance.z;  
                        
                        //if (cRay->GetNearestIntersection(&res))  
                        if((disX > -20 && disX < 20) && (disY > -20 && disY < 20) && (disZ > -20 && disZ < 20))    
                        {  
                            //GePrint("A COLLISION HAS OCCURRED");  
                            return TRUE;  
                        }  
                        
                      

                      now in order to make this whole thing work the right way I need to be able to capture the initial mouse location when the mouse is clicked and dragged and then not get the mouse location while it is dragging..   So basically I want the mouse location where the user clicks but then I don't want the location while the mouse is dragging.

                      Is this possible...  I currently use BFM_INPUT_X & BFM_INPUT_Y  to get the mouse location but this value changes as the mouse is dragging.

                      Thanks,

                      Shawn

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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 07/04/2011 at 18:24, xxxxxxxx wrote:

                        Just use GetLength(), e.g.

                        const Real threshold = 10.0;   
                        Real dist = result.GetLength();   
                        if(dist <= threshold) return TRUE;
                        
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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 07/04/2011 at 18:35, xxxxxxxx wrote:

                          Thank you David that is much cleaner..  🙂

                            
                            Vector distance = PointLineDistance(wtail, whead, pObj->GetMg().off);  
                            const Real threshold = 20.0;  
                            Real dist = distance.GetLength();  
                              
                            if(dist <= threshold)    
                            {  
                                //GePrint("A COLLISION HAS OCCURED");  
                                return TRUE;  
                            }  
                          

                          Anyone know about getting the mouse position of the initial click when doing a mouse drag?

                          Thanks,

                          Shawn

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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 07/04/2011 at 23:12, xxxxxxxx wrote:

                            Hello,
                            a question where you perform this?
                            if you hare in mouse input you can use ViewPortSelect::PickObject()
                            this will fill a c4dobjectlist with all obj in the radius in z order.
                            it will have not very good performance but can solve the situation.

                            try it

                            all the best
                            Franz

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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 08/04/2011 at 02:50, xxxxxxxx wrote:

                              Hi Franz.   Thanks,   I am able to select within a set radius now.  See the last code I posted.  Now I am trying to figure out how to capture the screen coordinates of the first initial mouse click when the user drags the mouse.  I do not want to keep storing the mouse position after that first click so I need to figure out how to store only that first click.  🙂

                              Thanks,

                              Shawn

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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 08/04/2011 at 07:40, xxxxxxxx wrote:

                                This is from the liquid draw example in the SDK.
                                Seems to work.

                                Real mx = msg.GetReal(BFM_INPUT_X);  
                                Real my = msg.GetReal(BFM_INPUT_Y);  
                                GePrint(RealToString(mx));  
                                GePrint(RealToString(my));  
                                

                                -ScottA

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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 08/04/2011 at 08:27, xxxxxxxx wrote:

                                  Howdy,

                                  Originally posted by xxxxxxxx

                                  ...Now I am trying to figure out how to capture the screen coordinates of the first initial mouse click when the user drags the mouse.  I do not want to keep storing the mouse position after that first click so I need to figure out how to store only that first click....

                                  If you store the mouse x and y in local variables startx and starty, and do that before the while loop, those variables won't change during the dragging.  😉

                                  Adios,
                                  Cactus Dan

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