bboguni Posted June 10, 2020 Share Posted June 10, 2020 (edited) I am testing using the sample source Oblique Frustum. The Box node is moving based on mouse coordinates. WorldIntersectionPtr intersection = WorldIntersection::create(); ObjectPtr obj = World::get()->getIntersection(pStartPoint, pEndPoint, 1, exceptUNode, intersection); I want to include hidden nodes in exceptUNode. Question Can you detect hidden nodes with Oblique Frustum?? 006.bmp 007.bmp 008.bmp 009.bmp 010.bmp Edited June 10, 2020 by bboguni Link to comment
morbid Posted June 15, 2020 Share Posted June 15, 2020 Hello, You can do the following: To hide a node exclude it from rendering to the viewport with a viewport mask Node should be kept enabled These nodes can be detected with an intersection ray Please consider this option. Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Recommended Posts