Hisashimaru Posted May 23, 2012 Share Posted May 23, 2012 sometimes LinePick function doesn't pick up a surface. I attached a LinePick demo, and please check that. this video is my LinePick behavior. sorry video is bad quality. thank you. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted May 23, 2012 Share Posted May 23, 2012 I get a similar result, where it appears to fail to pick the terrain in places where there is obviously terrain. I had a quick look at your code and it appeared to be ok, I might have just used CameraPick to achieve the same though. Not sure what is going on here unless it is a bug. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Mumbles Posted May 23, 2012 Share Posted May 23, 2012 I don't know how the terrain system works. But on the off chance it uses Newton: What is the world size? Is the point on the terrain inside the world boundary? Does the raycast start inside the world boundary? Does the raycast end inside the world boundary? The first two of those are the most crucial, as only bodies inside the world can trigger the (hidden) "prefilter" and "process hit" callbacks. Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Hisashimaru Posted May 24, 2012 Author Share Posted May 24, 2012 Is this the terrain bug? Because the Raycast does't pick only terrain surface. I get a similar result, where it appears to fail to pick the terrain in places where there is obviously terrain. I had a quick look at your code and it appeared to be ok, I might have just used CameraPick to achieve the same though. Not sure what is going on here unless it is a bug. Thank you for check CameraPick's result. I don't know how the terrain system works. But on the off chance it uses Newton: What is the world size? Is the point on the terrain inside the world boundary? Does the raycast start inside the world boundary? Does the raycast end inside the world boundary? The first two of those are the most crucial, as only bodies inside the world can trigger the (hidden) "prefilter" and "process hit" callbacks. I used LinePick under those conditions. but result is same. Quote Link to comment Share on other sites More sharing options...
Josh Posted May 24, 2012 Share Posted May 24, 2012 It's possible for the ray cast algorithm to fall in between triangles and go through an edge where two surfaces meet. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted May 24, 2012 Share Posted May 24, 2012 That's good to know, so we should not rely on any single ray cast to detect structure, there ideally needs to be a spread. Shame the radius option was never implemented as I believe that would have done just this. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Mumbles Posted May 24, 2012 Share Posted May 24, 2012 It's another point which generally makes ConvexCast superior. Although that superiority does make it slower than a single raycast. It's a shame that feature was never exposed Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Hisashimaru Posted May 24, 2012 Author Share Posted May 24, 2012 I understood that. thank you Josh. We need some raycasting, if first raycast through the polygons. Quote Link to comment Share on other sites More sharing options...
Dozz Posted May 24, 2012 Share Posted May 24, 2012 It happens when your picking around 0° & 180°, I remember posting this as a bug a long time ago and that it was logged. But since then the bug reporting changed & it's not listed anymore. From your clip this looks the same issue? not that it's between triangles. Picking also passes through some models or selects the model when it's not at the pick point, but this may be an issue with the model & not the pick function as it seems to be specific models that it occurs. Test displaying the angle of the camera & if you see that it is 0° & 180° to confirm, then it may be a simple fix for Josh? Quote Link to comment Share on other sites More sharing options...
Hisashimaru Posted May 25, 2012 Author Share Posted May 25, 2012 I guess you're right Dozz. Actually, ray pass through polygons when X-axis of normal ray direction is 0. I hope Josh can fix this problem. Quote Link to comment Share on other sites More sharing options...
Hisashimaru Posted June 3, 2012 Author Share Posted June 3, 2012 I tested ray cast in wireframe mode, and ray pass through a triangle.(Not an edge) Please check this video. Is this ray cast behavior normal? Quote Link to comment Share on other sites More sharing options...
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