Miguel ,I don't have something ready right away but this is easy .It goes
like this:

+camera forward position vector
+object position vector
normalize both
use Vector3D dotProduct() to get their dot product
If you need an angle between them extract it by var
angle:Number=Math.acos(dotProduct) (it is in radians)


On Sat, Dec 11, 2010 at 5:27 PM, Miguel Kennedy <[email protected]> wrote:

> Hi Michael!
>
> Thanks for the quick reply!
>
> Regarding:
>
> "you can find if the object is in front of the camera view or
> behind with dot product calculation(deriving the angle between camera
> and
> your object, or just checking dot-if negative its behind the camera)"
>
> Do you have any code example of how this can be done?
>
> Thanks so much for your time!
>
> On Dec 11, 3:19 pm, Michael Iv <[email protected]> wrote:
> > you can check against frustum planes if the object outside its
> > volume.(Although I am not sure these are accessible in the current
> > version)Also you can find if the object is in front of the camera view or
> > behind with dot product calculation(deriving the angle between camera and
> > your object, or just checking dot-if negative its behind the camera).
> >
> > On Sat, Dec 11, 2010 at 5:11 PM, Miguel Kennedy <[email protected]>
> wrote:
> > > Hey guys,
> >
> > > Can anyone tell me how can I determine if a mesh is currently visible
> > > by the camera on the scene?
> >
> > > Is there a property in the mesh class that tells me that?
> >
> > > Thanks!
> >
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air
> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
> www.meetup.com/GO3D-Games-Opensource-3D/
> > Tel:054-4962254
> > [email protected]
> > [email protected]




-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
http://www.meetup.com/GO3D-Games-Opensource-3D/
Tel:054-4962254
[email protected]
[email protected]

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