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raycasting limits

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EPIKGAMERMAN is not online. EPIKGAMERMAN
Joined: 12 Dec 2012
Total Posts: 8781
20 Jul 2016 12:41 AM
is a ray cut short if it reaches a part between the start point and the end point?
does a ray return more than one part it intersects if not so?


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StrongNuclear is not online. StrongNuclear
Joined: 05 Mar 2016
Total Posts: 963
20 Jul 2016 01:07 AM
"is a ray cut short if it reaches a part between the start point and the end point?"

I believe you can use an ignore statement for rays to ignore certain objects in the game.
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xXIcanthinkofanameXx is not online. xXIcanthinkofanameXx
Joined: 05 May 2012
Total Posts: 857
20 Jul 2016 01:08 AM
No, a ray only returns one part, a hit position, and the normal vector of the surface it hit.
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EPIKGAMERMAN is not online. EPIKGAMERMAN
Joined: 12 Dec 2012
Total Posts: 8781
20 Jul 2016 01:37 AM
ugh damn
is there a way to make it not stop until it reaches the endpoint and return many parts?


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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
20 Jul 2016 01:42 AM
I've just come up with a solution though someone else might be able to improve upon it.

Let's visualize this:

Part A Part B Part C

The first time, we cast a ray from Part A in the direction of Part B & Part C. It hits, boom, add that to the table of parts that we hit. The second time, we cast a ray from Part A in the direction of Part B & Part C, but this time we have all the parts we've hit in the past (so just Part B right now) in the ignore list. Could work, but raycasting is supposedly expensive so not too sure about how efficient / realistic / practical it is.


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EPIKGAMERMAN is not online. EPIKGAMERMAN
Joined: 12 Dec 2012
Total Posts: 8781
20 Jul 2016 01:43 AM
thats a good idea. ill try it out. thanks


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