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Re: Bounds3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Bounds3D
From: Joseph Nastasi <joe at pyramiddesign dot us>
Date: Fri, 19 Aug 2005 11:09:42 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0a64f2569014c15c578d5116b4d8e13b at pyramiddesign dot us> <a0620070dbf265db72822 at [10 dot 0 dot 1 dot 2]> <4fd41a4f80c528debca1c2b13e9b9259 at pyramiddesign dot us> <a06200701bf2677682da1 at [10 dot 0 dot 1 dot 2]> <fb69115f969d6542b6180006c9ca83c8 at pyramiddesign dot us> <c94955de4320b65eef993ae58b64ed0d at pyramiddesign dot us> <a0620071bbf2b9f2d7ffb at [10 dot 0 dot 1 dot 2]>

On Aug 19, 2005, at 10:38 AM, Joseph J. Strout wrote:

At 8:45 AM -0400 8/19/05, Joseph Nastasi wrote:

Done and attached to this report:
http://www.realsoftware.com/feedback/viewreport.php?reportid=aefpnfic

Note that there are two issues. The intersect fails when it should not the first time.

OK, we'll look into that (though I thought it was the opposite -- it was claiming intersection when the bounds were actually far apart?).

Ha, yes that's what I mean. Love them double negatives. It's a false positive!

The second issues is that the radius I assign using New Bounds3D(New Vector3D, 63000) is changed when UpdateBounds is called; setting to the value that was calculated when ComputeBounds was used instead of New Bounds3D. So it seems that UpdateBounds (whether called or when objects in question are rendered) does not respect the assigned values.

Well, yes -- that's the whole point of UpdateBounds. It updates the bounds to fit the object's current size, orientation, and position. If you don't want it to update the bounds, then don't call that method.

Wait, ComputeBounds changing the radius I understand, but UpdateBounds is supposed to change the Radius? I understand that it would internally need to know the new boundaries internally, but if it changes Radius, what is the point of being able to assign it manually? The reason I do it is because ComputeBounds creates a Radius that is far too large and causes Intersect to be true when it doesn't appear that way visually.

Even if I do not call UpdateBounds directly, the same thing happens when RB3DSpace is update if the objects in question are being rendered.

Really, I should be able to set a radius that is smaller than the actual geometry and have Intersect respect and use that.
Right?
--
Joseph Nastasi
Pyramid Design - a software development firm
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