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August 19, 2019 13:01
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[C4D] A function that uses GeRayCollider to determine whether a given position is inside a polygon object's volume or not. Only works reliably with closed polygon objects. Absolutely not optimised for speed (you would probably want to do the collider initialisation and position transformation elsewhere)
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def isInside(pos, polyOp): | |
"""Check whether a given position is inside a (closed!) polygon object. | |
:param pos: A position to test for, in global space | |
:param polyOp: A PolygonObject | |
:return: True if pos is inside polyOp, otherwise False | |
""" | |
# Init GeRayCollider | |
collider = c4d.utils.GeRayCollider() | |
collider.Init(polyOp) | |
# Any direction is fine | |
rayDirection = c4d.Vector(0.0, 1.0, 0.0) | |
# Calculate requires ray length | |
polyOpRad = polyOp.GetRad() | |
rayLength = (polyOpRad.x + polyOpRad.y + polyOpRad.z) * 2.0 + (pos - polyOp.GetMg().off).GetLength() | |
# Transform ray position to collider object's local space | |
rayPos = pos * ~polyOp.GetMg() | |
# Intersect | |
collider.Intersect(rayPos, rayDirection, rayLength) | |
numIntersections = collider.GetIntersectionCount() | |
# Return result | |
# An odd number of found intersections tells us we're inside the polygon object | |
return numIntersections % 2 != 0 |
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