I'm really wondering if there is some kind of bug in the raycasting currently in AGK2, because I'm getting similarly confusing results with the normal raycasting using a '0' to detect all objects. For some reason that doesn't work reliably, however using a specific objID does. It didn't behave this way previously as far as I can tell.
Quote: "Perhaps otherwise it would falsely detect the objects own boundaries if changing during it's animation? "
I'm almost certain this is something we need to handle with our own code.
Quote: "
Cast a ray and checks against the object.
Definition
integer RayCast3DPhysicsObject( objID, rayID, fromVec3ID, toVec3ID, allOrClosest )
Parameters
objID - Id of object to check against.
rayID - ID of the ray
fromVec3ID - ID of the starting point vector. Create a vector with the CreateVector3() command.
toVec3ID - ID of the destination vector
allOrClosest - 1 = all contacts, 0 = closest contact
"
Quote: "But what is the point of passing the object to the function?"
Maybe it is to force the object to be 'active' so it won't be accidentally ignored for a ray trace?