| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Vector behind camera |
| From: | Jeff Quan <jquan at mindspring dot com> |
| Date: | Sun, 27 Jun 2004 08:37:11 -0700 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| List-help: | <mailto:realbasic-games-request@lists.realsoftware.com?subject=help> |
| List-id: | REALbasic Games <realbasic-games.lists.realsoftware.com> |
| List-post: | <mailto:realbasic-games@lists.realsoftware.com> |
| References: | <F3AAD046-C7C9-11D8-BDDE-000A95DB6C90 at fireyesoftware dot com> |
On Jun 26, 2004, at 4:38 PM, Asher Dunn wrote: I'm still struggling with the "is this vector behind the camera?" question.I tried "if view.camera.orientation.transform(theVector).z < view.camera.z then", but this doesn't make logical sense to me, and it doesn't work either. Oops, I think I made a mistake -- you don't need to calculate the angle, just get the worldToObjectTransform (or is it ObjectToWorldTransform, I always get them confused) vector of the camera and do a test for whether z is positive or negative. == Jeff Quan jquan at mindspring dot com _______________________________________________ Unsubscribe or switch delivery mode: <http://support.realsoftware.com/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
| <Prev in Thread] | Current Thread | [Next in Thread> |
|---|---|---|
| ||
| Previous by Date: | Re: Vector behind camera, Jeff Quan |
|---|---|
| Next by Date: | Re: Timer Precedence (Using Multiple Timers), Nick Lockwood |
| Previous by Thread: | Re: Vector behind camera, Jeff Quan |
| Next by Thread: | Re: Vector behind camera, Nick Lockwood |
| Indexes: | [Date] [Thread] [Top] [All Lists] |