GeRayCollider::Init()?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/02/2011 at 08:36, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
Howdy,I'm just wondering if someone could clarify the use of the second parameter in the GeRayCollider::Init() function. When should you use "TRUE" and when should you use "FALSE"?
I've searched the forum for other code and find that sometimes TRUE is used and other times FALSE is used.
In the documentation it says:
Bool Init(
BaseObject
[URL-REMOVED]* goal, Bool force = FALSE)_<_h4_>_Initalizes the ray collider with the object specified by goal. <_<_h5_>_h5_<_h5_>_rn
> Bool
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>>TRUE
[URL-REMOVED] if successful, otherwiseFALSE
[URL-REMOVED].
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> _quote>
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> ##### _ <_h5_>_eters
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>>BaseObject
[URL-REMOVED]* goal
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>>> The object to check for intersections. The pointed object is copied.
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>> Bool force = FALSE
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>>> If_force_ ==FALSE
then the app checks if the passed object'sGetDirty(DIRTY_DATA)
[URL-REMOVED] is unchanged. If yes, it does nothing and returns TRUE.
> If_force_ ==TRUE
it always rebuilds the cache.
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> ... but when do you know that you want to always force rebuilding the cache?
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> Adios,
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> Cactus Dan
[URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 06:54, xxxxxxxx wrote:
Howdy,
Any word on this?
The reason I ask is that I've had a crash reported to me:
CINEMA 4D: \__ZN16GeColliderCacheI11AddTriangleERK6VectorS2_S2_l + 0x4d (SP: 0xbfffbb48 PC: 0x53dcad) CINEMA 4D: \__ZN14GeRayColliderI4InitEP10BaseObjecti + 0x411 (SP: 0xbfffbb98 PC: 0x53ff19) CDJointSkinR10.5.dylib: \__ZN17CDPaintSkinWeight13GetCursorInfoEP12BaseDocumentR13BaseContainerP8BaseDrawffS3\_ + 0x418 (SP: 0xbfffbf58 PC: 0x1d6f9a68)
... you can see the last function in my plugin was ToolData::GetCurserInfo(), and in that function I'm calling:
AutoAlloc<GeRayCollider> rc; if(!rc) return TRUE; if(!rc->Init(dest, TRUE)) return TRUE;
Is using "TRUE" for the Init function triggering this?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 07:28, xxxxxxxx wrote:
Well, depends on when you are using it. Let's say you use it in a tool plugin (which you are apparently doing) which modifies the geometry of dest, then you would intitialise with TRUE as you want the cache of the collider to rebuilt to get the correct information. If you do only place objects on the surface of the object, well, then you set it to FALSE as the cache does not need to be rebuilt, it works with the initialised data.
That would be my understanding.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 07:36, xxxxxxxx wrote:
Howdy,
Well, my tool is my CD Paint Skin Weights tool, so it's only painting the weights. So, would FALSE be better there?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 07:38, xxxxxxxx wrote:
yep, exactly. The object geometry stays the same so it is enough if the geometry cache is built once in the collider class.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 07:41, xxxxxxxx wrote:
Howdy,
OK, thanks.
Now the question is: could using TRUE have triggered the crash?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 07:50, xxxxxxxx wrote:
Don't know. I don't use the Collider Class myself as I have own code but I remember that I used both cases back then without any crash behavior so I guess there might be something else triggering the crash.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2011 at 08:21, xxxxxxxx wrote:
AFAIK, it shouldn't crash. It would just slow things down, since the RayCollider is initialized again and again with the complete geometry.