[Papervision3D] Collision detection

Đani Stojanov dani at see-design.com
Tue Dec 4 04:49:44 PST 2007


I apologize to everyone for any empty message before this one...

it doesn't have to be a sphere, it will most likely be a plane actually...
so any code would be much appreciated...

Thanks,

Đani

On Dec 4, 2007 1:04 PM, Trevor Burton <worldofpaper at googlemail.com> wrote:

> no - spheres dont' seem appropriate for you case. :(
>
> ok, well you could use a slightly different method for your cube/plane
> collision - i'm not in my office today, but when i get home i'll try and dig
> out some code for you - if you haven't sorted something before tomorrow
> am...
>
> T
> On Dec 3, 2007 10:17 PM, Đani Stojanov <dani at see-design.com> wrote:
>
> > I'm doing a game where a racing character (let's imagine a sphere) will
> > perhaps
> > collide with walls (Cube or Collada) on the left and right side of it.
> >
> > So a bounding sphere around object (big walls (Cubes) I need to detect
> > collision with) doesn't sound so good actually... :D
> >
> > Đani
> >
> >  DisplayObject3D.hitTestObject() will give you a very basic hit
> > > detection
> > > based on the bounding spheres of the 2 objects.... Beware if you're
> > > using
> > > Collada objects, though, as this only gives the sphere of the root
> > > object...
> > > this may be fixed in 2.0 but for now you'll have to make sure you
> > > recurse
> > > through all the collada's children to build up the bounding sphere of
> > > the
> > > entire object.
> > >
> > > if you want something more detailed then it depends on the intricacy
> > > of your
> > > models... and the purpose/complexity of your application.
> > >
> > >
> > >
> > >
> > > On Dec 3, 2007 5:46 PM, ?ani Stojanov <dani.stojanov at gmail.com> wrote:
> > >
> > > > Hi all,
> > > >
> > > > how would I go about detecting a collision of 2 3D objects of any
> > > type?
> > > > It's AS3...
> > > >
> > > > Thanks,
> > > >
> > > > ?ani
> > > >
> > >
> >
> >
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> >
> >
>
>
> --
> Trevor Burton
> http://www.paperworld3d.com
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>
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