RayInfo::face. The usage.
by Flashback · in Torque Game Engine · 08/04/2006 (6:33 am) · 1 replies
...and I thought that won't need to learn much collision stuff for my project... payback time!
Let's imagine that gClientContainer.castRay returned me some info (ri). I see that there is a "face" field there, which should contain the ID or the number (not sure exactly) of a ploygon, which collided with my ray. How can I determine what mesh does this polygon belong to? To be exact, I need to get a name of that mesh.
That's how I see it:
- I need to loop through all the meshes in a shape;
- test each mesh - does it contain my polygon (ri.face);
- extract a name of this mesh.
Now can someone give me a tip how to implement this? Am I wrong, and another algorithm should be applied here?
Let's imagine that gClientContainer.castRay returned me some info (ri). I see that there is a "face" field there, which should contain the ID or the number (not sure exactly) of a ploygon, which collided with my ray. How can I determine what mesh does this polygon belong to? To be exact, I need to get a name of that mesh.
That's how I see it:
- I need to loop through all the meshes in a shape;
- test each mesh - does it contain my polygon (ri.face);
- extract a name of this mesh.
Now can someone give me a tip how to implement this? Am I wrong, and another algorithm should be applied here?
About the author
Programmer at Iron Tower Studio
Torque 3D Owner Flashback
Also I'm afraid that I'd have too look for some weird and hacky workarounds - if TGE forums can't help me, nothing else can.