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AppGameKit Classic Chat / GetObjectRayCastNormalY() always returning zero

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JohnStabler
AGK Bronze Backer
11
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Joined: 16th Aug 2013
Location: Cardiff, Wales, UK
Posted: 14th May 2017 22:13
I'm casting a ray at an object (a wall) and I'm using the ray cast normal functions so I can create and orientate a bullet hole plane object. The GetObjectRayCastNormalX() and GetObjectRayCastNormalZ() functions seem to be working, but GetObjectRayCastNormalY() always returns zero. Is anybody else able to recreate the issue?
nz0
AGK Developer
17
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 15th May 2017 19:44
Maybe because you are hitting it "dead-on" so there is no Y value either way?
Try altering your angle a little on the Y vector?

29 games
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Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 15th May 2017 20:01
It probably that the wall is perfectly vertical. Even if the raycast came in with a downward angle, for example, then the Y normal would still be zero (the Y bounce would be different though).

Here's a quick demo:



If you swap the sphere for a cube then all the normals will be at right angles (i.e. one of the normal will be 1 or -1 and the other two will be zero).
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Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 16th May 2017 09:32
my decal example
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JohnStabler
AGK Bronze Backer
11
Years of Service
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Joined: 16th Aug 2013
Location: Cardiff, Wales, UK
Posted: 16th May 2017 11:40
nz0: I've got a fully working FPS camera working so I have been able to shoot it from all sorts of angles.

29 games: thanks for the sample.

markus: Your code has me thinking I'm doing it wrong. I'm using SetObjectRotation() but your use of the position + normals with SetObjectLookAt() might give me the proper result. I'll change it tonight and let you know.

Thanks for everyone's help!

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