ttm
1
take (Vector3) points p1 and p2 and a mesh at p2
this ray is not ALWAYS finding the mesh, i.e. this PickingInfo sometimes comes with hit == false:
let dir = p2.subtract(p1)
let ray = new BABYLON.Ray(p1, dir)
let inter = ray.intersectsMesh(mesh)
// sometimes inter.hit == false 
the mesh is always a polyhedron with size >= 0.01, distance between p1 and p2 is < 2.
I am struggling with this issue today…
Hope to find out that I am doing something silly or that you
have some neat explanation.
Best,
Renato
1 Like
Hello Renato,
Hope your day got a little better. There are a few things that can be happening her to look for…
First, please consider creating a PlayGround with the problem - this helps us solve whatever may be the issue.
Included is a PG where I successfully used a couple of RAYS to make a TILT-RIG
Some of the problems you may be experiencing … may be length of the ray cast.
To dial this in it is good to use the RayHelper.
var rayHelper2 = new BABYLON.RayHelper(ray2);
//...
rayHelper2.show(scene, new BABYLON.Color3(.33,.44,.55));
This will allow you to see your rays.
Here is the DOCS on RayHelper
Another problem often occurs with multi-pick arrays… where the hit you are looking for is not in [0].
But it is hard for us to tell what it could be without a PG. Please consider it.
The ray casts are dependable.
