c4d.utils.GeRayCollider

Evaluates intersections between a ray and a polygon object. The ray is defined by a point, a ray and length. In the following example a ray intersects a cube.

Inheritance

  • c4d.utils.GeRayCollider

Members

GeRayCollider.__init__()
Return type: GeRayCollider
Returns: A new ray collider.
GeRayCollider.Init(goal[, force=False])

Initalizes the ray collider with the object specified by goal.

Parameters:
  • goal (BaseObject) – The object to check for intersections. The object is copied.
  • force (bool) – If force==False then the app checks if the passed object’s C4DAtom.GetDirty() (DIRTY_DATA)` is unchanged. If yes, it does nothing and returns True. If force==True it always rebuilds the cache.
Return type:

bool

Returns:

True if successful, otherwise False.

GeRayCollider.Intersect(ray_p, ray_dir, length[, only_test=False])

Checks if the line segment specified by ray_p to ray_p + ray_dir*ray_length intersects the object.

Parameters:
  • ray_p (Vector) – Start point of the ray in object coordinates
  • ray_dir (Vector) – Ray direction in object coordinates.
  • ray_length (number) – Ray length
  • only_test (bool) – If this is True no information about the intersections are stored, so only the return value can be used to tell if there were intersections or not.
Return type:

bool

Returns:

True if there was in intersection, otherwise False

GeRayCollider.GetIntersectionCount()

eturns the number of intersections found by Intersect().

Return type: int
Returns: Number of intersections.
GeRayCollider.GetIntersection(number)

Retrieves the intersection, found by GeRayCollider.Intersect(), by index:

intersection = rc.GetIntersection(id)

intersect["face_id"] # The polygon index, int
intersect["tri_face_id"] # If first half of quad or triangle face_id + 1, else -(face_id + 1), int
intersect["hitpos"] # Position of the intersection, c4d.Vector
intersect["distance"] # Distance to the intersection, float
intersect["f_normal"] # Face normal. (Not normalized.), c4d.Vector
intersect["barrycoords"] #Barrycentric coordinates of the intersection. (x = u, y = v, z = d), c4d.Vector
intersect["backface"] # True if the intersected face's normal points away from the camera, otherwise False, bool
Parameters: number (int) – Intersection index, 0 <= number < GetIntersectionCount().
Raises IndexError:
  Raise if intersection index is out of range.
Return type: dict
Returns: The intersection.
GeRayCollider.GetNearestIntersection()

Retrieves the intersection, found by Intersect(), closest to the start of the ray.

Return type: dict
Returns: The nearest intersection or None if there was no intersection.

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