|Have a nice weekend! Well ,Here in Israel the new week has just begun ;) I will try to find for you a code snippet I wrote a while ago which does the job
Michael On Sat, Dec 11, 2010 at 9:43 PM, Miguel Kennedy <[email protected]> wrote: > Can't seem to get this to work :( > > Here's my code > > var camForDirVector:Vector3D = > camera.transform.deltaTransformVector(Vector3D.Z_AXIS); > camForDirVector.normalize(); > var objectPosVector:Vector3D = new Vector3D(myMesh.x, myMesh.y, > myMesh.z); > objectPosVector.normalize(); > var dotProd:Number = camForDirVector.dotProduct(objectPosVector); > var angle:Number = Math.acos(dotProd); > > Can't find any relation between the dotProd or the angle for when the > object is outside the camera view area... > > Am I doing something wrong? > > On Dec 11, 5:42 pm, Miguel Kennedy <[email protected]> wrote: > > Thanks so much Michael! > > > > I'll give it a try ;) > > > > Have a nice weekend! > > > > On Dec 11, 5:27 pm, Michael Iv <[email protected]> wrote: > > > > > > > > > > > > > > > > > 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.comhttp://blog.alladvanced.nethttp://www.meetup... > > > 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]
