maybe it's easy enough to do yourself :) if you transform your object vertices into cube local coordinates, you can run six simple checks like x < W/2, x > -W/2, etc on all of them, and collect max necessary displacements. then transform back into object parent coords, and there you have it.
in pseudocode that might be smth like: 1) coords_local_to_cube = your_obj_vertex * obj.sceneTransform * cube.inverseSceneTransform 2) dx = 0; for every coords_local_to_cube, dx = Math.min (dx, W/2 - coords_local_to_cube.x), same for dy, dz 3) if dx == 0 for every coords_local_to_cube, dx = Math.max (dx, coords_local_to_cube.x - W/2), same for dy, dz 4) vector = (dx, dy, dz), vector_in_obj_parent = vector * cube.sceneTransform * obj_parent.inverseSceneTransform 5) obj.coords += vector On Wed, Dec 3, 2008 at 7:14 AM, cellis <[EMAIL PROTECTED]> wrote: > > Hello, > > I am trying to do some collision detection in a cube.What is the best > way to ensure that my object does not go out of the cube? The > CollisionMap example seemed to need a bitmap but i want the cube to be > invisible (or not have a bitmap). Any ideas? > > Thanks!
