It should work for any face based on the 3 vertices, not sure though
since I didn't write it.

Just took a quick look at it and the method should work for any face
object. For a sphere though it has a different function entirely.

intersectBoundingRadius(pos:Number3D, radius:Number):Boolean

Maybe not so good to test with a sphere and try a cube instead?

On May 3, 5:38 pm, Michael Iv <[email protected]> wrote:
> Also I agree with you on those Ray---> Mouse anomalies . I see that when I
> cast the ray it's direction Z part is growing (that is should be ) but when
> I am on Object3D it stops Z on the Object's surface and then continues to
> grow . So if you append some Object to these coords you will see that that
> object is like a ball spinning back and forth on Z .
>
> Strange stuff .
>
> On Tue, May 4, 2010 at 12:16 AM, Reinorvak <[email protected]>wrote:
>
>
>
> > One of the strange quirks of Away3D that I've discovered working on
> > enclosed spaces, is that the mouse X,Y,Z stops at the first object it
> > hits and doesn't continue farther into the scene. I've also tried my
> > own C++ versions of ray casting in Away3D to come up fruitless. What
> > exactly are you trying to achieve with this ray intersection?
>
> > On May 3, 4:43 pm, Michael Iv <[email protected]> wrote:
> > > Yes , but the problem is that there has to be one because I am casting a
> > ray
> > > from cam position to the mouse screen X Y Z coords . So I am pointing to
> > the
> > > very Face where I should get the intersection
>
> > > On Mon, May 3, 2010 at 11:10 PM, Reinorvak <[email protected]
> > >wrote:
>
> > > > The number3D that the function returns, I believe, is the point of
> > > > intersection. If the return should show up blank, there is no
> > > > intersection.
>
> > > > On May 3, 4:03 pm, Michael Iv <[email protected]> wrote:
> > > > > I thought about it and tried to test against face v0 v1 v2  of sphere
> > .
> > > > Got
> > > > > nothing of this .
>
> > > > > On Mon, May 3, 2010 at 10:50 PM, Reinorvak <
> > [email protected]
> > > > >wrote:
>
> > > > > > v0-2, are the vertices used in a triangle. getIntersect is testing
> > if
> > > > > > the starting point p0, and the ending point p1, intersect the
> > triangle
> > > > > > defined by v0, v1, and v2.
>
> > > > > > On May 3, 3:43 pm, Michael Iv <[email protected]> wrote:
> > > > > > > Someone can tell me what are* v0,v1,v2* in*
> > > > Ray.getIntersect(p0:Number3D,
> > > > > > > p1:Number3D, v0:Number3D, v1:Number3D, v2:Number3D):Number3D* ???
> > > > > > > Just can't find any example explaining these
>
> > > > > > > Thanks!
>
> > > > > > > --
> > > > > > > Michael Ivanov ,Programmer
> > > > > > > Neurotech Solutions Ltd.
> > > > > > > Flex|Air |3D|Unity|www.neurotechresearch.com
> > > > > > > Tel:054-4962254
> > > > > > > [email protected]
> > > > > > > [email protected]
>
> > > > > --
> > > > > Michael Ivanov ,Programmer
> > > > > Neurotech Solutions Ltd.
> > > > > Flex|Air |3D|Unity|www.neurotechresearch.com
> > > > > Tel:054-4962254
> > > > > [email protected]
> > > > > [email protected]
>
> > > --
> > > Michael Ivanov ,Programmer
> > > Neurotech Solutions Ltd.
> > > Flex|Air |3D|Unity|www.neurotechresearch.com
> > > Tel:054-4962254
> > > [email protected]
> > > [email protected]
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|www.neurotechresearch.com
> Tel:054-4962254
> [email protected]
> [email protected]

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