Raycast bug.!

ahmadi

20-08-2006 15:54:37

Hi
first, please see my picture:


as you can see in my picture, i have a mesh, i want get surface of my mesh as a point, for this reason, i shoot a newton ray from start point to end point, and i get collide pos, it work great, and i can play over surface of my mesh very good and correct, ...
but after some times (rate time is not constant)
my ray do not collide to mesh.!!!!!!! :shock: and i have not any collide point !
im sure that my mesh is connected all over,and im sure that my mesh has normaled face (it mean that all face are 1 side)
i dont know what is this problem, it seem to be a bug or maybe im !
dont forget, distance of start point and end point is enough.

my programming is stoped(blocked) for some days for this problem, please help me :cry: :cry:

walaber

20-08-2006 19:47:50

have you set the world size properly?

OgreNewt::World::setSize()

ahmadi

20-08-2006 21:38:42

have you set the world size properly?

OgreNewt::World::setSize()

if you mean this :
m_World->setWorldSize(Vector3(-10000,-10000,-10000),Vector3(10000,10000,10000));

yes, i have it,
also you must know my ray after casting and after passing my trimesh without any collide give last pos of Newton world. it mean that my ray dont collide to my mesh!
my collide point is (124,-10000,-10) if i cast from top of my mesh!