Thanks, Fabrice, but I understand as much.
In particular I am trying to understand this function
public function intersects(other:MeshObject):Boolean {
// Use up to 6 separating planes
if ( this.model.maxX + this.model.x < other.model.minX +
other.model.x ) return false;
if ( this.model.maxY + this.model.y < other.model.minY +
other.model.y ) return false;
if ( this.model.maxZ + this.model.z < other.model.minZ +
other.model.z ) return false;
if ( this.model.minX + this.model.x > other.model.maxX +
other.model.x ) return false;
if ( this.model.minY + this.model.y > other.model.maxY +
other.model.y ) return false;
if ( this.model.minZ + this.model.z > other.model.maxZ +
other.model.z) return false;
// otherwise, must be intersecting
return true;
}
Which should be testing the intersection of two objects.
Thanks.
~Wulf
On Tue, Nov 23, 2010 at 4:57 PM, Fabrice3D <[email protected]> wrote:
> they define the bounding box of an object3d in objectspace.
>
>
>> I am seeing these values used for collision detection and I can not
>> understand why or how that makes a difference.
> think of a box perfectly fitting the object, you can better approximate an
> object with this simple box than every pieces composing it.
> you can of course go into the details, but you would preffer consider a
> simple box first.
>
> Fabrice
>
>
> On Nov 23, 2010, at 9:14 PM, Little Gray Wolfy wrote:
>
>> Greetings, gents
>>
>> I am hoping someone could demystify something for me.
>> Because I am brand new to 3D (been programming for a while, but 3D is
>> new) I am having trouble understanding some 3D values.
>> for the Object3D there are maxX, minX and x values.
>> description of max and mix coordinates say: "Returns the maximum x
>> value of the 3d object".
>> Could someone please explain that to me?
>>
>> I am seeing these values used for collision detection and I can not
>> understand why or how that makes a difference.
>>
>> Information is taken from here:
>> http://away3d.com/livedocs/3.6.0_lib/away3d/core/base/Object3D.html
>>
>> Much thanks.
>> ~Wulf
>
>