Re: GetRaycastIntersections() weirdness

Date : Fri, 02 Nov 2007 10:25:39 +0100
To : XSI(at)Softimage.COM
From : Philipp Oeser <philipp.oeser(at)liga01.de>
Subject : Re: GetRaycastIntersections() weirdness
Hi Francois,
sorry for answering late (we had a day off here in Munich :) )
I'm not using SetupPointLocatorQueries. I built on top of the example that comes with the docs -> they dont use SetupPointLocatorQueries either.
Can you repro the slowdown/speedup?


Greetz
Philipp


Francois Lord schrieb:
I am currently playing with GetRaycastIntersections() myself. The documentations says to use the Geometry.SetupPointLocatorQueries() to force a rebuild of the cache. Are you using it inside the SCOP update function?

Philipp Oeser wrote:
Hi there,
I have a car setup here and I use "GetRaycastIntersections()" inside a
SCOP as a basis to control wheel positions for a car driving on a uneven
bumpy road. "GetRaycastIntersections()" is a really nice addition
btw...so much uses to it... :-)
Anyway, I am experiencing some weird behaviour with it: It works
allright when I intersect my GroundMesh, I get the right data and
everything.
But I get a considerable speedup (about 4x) for my SCOP when I
shrinkwrap another object to the GroundMesh - which is totally unrelated
to my carsetup and the SCOP -.

I am just guessing here:
Maybe the shrinkwrap prevents the SCOP from building the acceleration
cache on each update? (because it uses a similar/same cache already?)
How could I prevent the cache to be buit everytime I update my SCOP? (4x
speedup ?=? 4 calls to GetRaycastIntersections() for the 4 wheels btw..)

Any hints welcome and thanx again for this great tool

Philipp

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