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]
