mesh.allIntersections(
point, dir,
None, None,
False, om.MSpace.kWorld,
10000, False,
*None*,
True,
hitPoints,
None, None,
None, None,
None
)
just replace NONE with inMesh.autoUniformGridParams()
According to the maya API docs:
static MMeshIsectAccelParams uniformGridParams
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#a6935c5bb858e53b60ad6d04ab5025899>
(int
xDiv, int yDiv, int zDiv) Creates a MMeshIsectAccelParams configuration
object to pass to the methods MFnMesh::closestIntersection()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#afdb59391c386066b662504d4a055c103>
, MFnMesh::anyIntersection()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#a935fa7510dbeb972223c06ed5d83b400>,
or MFnMesh::allIntersections()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#aa6c4717b168258664d399fb92e2cdcee>
.
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#a6935c5bb858e53b60ad6d04ab5025899>
static MMeshIsectAccelParams autoUniformGridParams
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#af405a2789178f0cc8e8609b7a1dd5b20>
() Creates a MMeshIsectAccelParams configuration object to pass to the
methods MFnMesh::closestIntersection()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#afdb59391c386066b662504d4a055c103>
, MFnMesh::anyIntersection()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#a935fa7510dbeb972223c06ed5d83b400>,
or MFnMesh::allIntersections()
<http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/class_m_fn_mesh.html#aa6c4717b168258664d399fb92e2cdcee>
.
On Sunday, August 23, 2015 at 4:38:20 PM UTC+2, [email protected] wrote:
>
> ok apparently a mesh look up accelerator is needed to speed up the
> raytracing. God knows how to implement it though....
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