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3D Intersecting questino - Macromedia Director 3D

Hi, Just a quick question... A way to detect if two sprites have made contact, you can use the "intersects", which is super simple and effective, however, it does not work in 3D lingo. I'd like to learn the easiest way to detect if a 3d model (a box ,for example) collides with another 3d model (another box). EG: Drag a 3D model to the right until it passes into another 3D model and you are alerted that they collided. I know about the collisionmodifier and how to add it etc, however, I'm looking for the most simple method that ...

  1. #1

    Default 3D Intersecting questino

    Hi,
    Just a quick question...
    A way to detect if two sprites have made contact, you can use the
    "intersects", which is super simple and effective, however, it does not work in
    3D lingo.
    I'd like to learn the easiest way to detect if a 3d model (a box ,for example)
    collides with another 3d model (another box).
    EG: Drag a 3D model to the right until it passes into another 3D model and you
    are alerted that they collided.

    I know about the collisionmodifier and how to add it etc, however, I'm looking
    for the most simple method that is much like using the "intersects" in normal
    lingo.
    This is because I'm not the best programmer at this point, so I'm not fully
    understanding the other methods just yet...
    Could anyone help me out please? Thank you....


    dragonspoop Guest

  2. #2

    Default Re: 3D Intersecting questino

    Unfortunately, accurate collision detection in 3d is a pretty complex area that
    you'll have to read up on. There are a number of methods which can be used.

    The most simple method would be to simply measure the distance between the two
    model's centre points, which would give you a basic spherical collision. This
    obviously isn't very accurate though.

    There's also the 'havoc' xtra, which can detect and resolve collisions in a
    full physics simulation, and there is 'modelsUnderRay' which you can use to
    detect collisions along a specific 'ray' cast from a certain point along a line
    in the world.


    For modelsUnderRay info, See:

    [url]http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?catid=268&threadid=[/url]
    1209863

    hope this helps!

    - Ben



    duckets Guest

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