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Modelsunderray is driven ' me craz-ay

Modelsunderray is driven ' me craz-ay

2004-03-26       - By Carl Welch

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Reply:     1     2     3     4     5     6     7     8     9  

I just tried rotating the terrain 180, so it would be upside down, and
my script worked. Why is that? normals?


On Thursday, March 25, 2004, at 07:46 PM, Thomas Williams wrote:

> MUR will not work on the backfacing side of of a polygon. So make sure
> that
> the terrain visibility is #front and is visible from where you are
> casting
> your ray.
>
> as for removeFromWorld(), realize that this only works for models that
> are
> parented to the group("world"). models that are parented to anything
> else
> must be first parented to the world before they can be removed, and
> then
> reparented to their original parents after they are addToWorld(). If
> this
> seems like a pain in the arse, you're right it is. DirMX04 has made
> this
> much easier with the addition of the #modelList, which effectively
> does the
> removeFromWorld() routine for you. The only problem is that publishing
> from
> mx04 in shockwave10 causes problems (it seems it is not ready for prime
> time) and you can publish 8.5 and expect the new syntax (ie
> #modelList) to
> work. So it seems that you are stuck with a removeFromWorld() system.
>
> tom
>
>> Assuming that the world orientation is Z up and not y up, this should
>> cast a ray straight down. My first guess, given that it's terrain, is
>> that you are in fact in a Y up world and casting your ray out toward
>> camera rather than downward. Esp. given it's inclination to see other
>> models.
>>
>> If you really only care about terrain, remove the other models from
>> the
>> world before you cast the ray -- it will increase the speed
>> substantially if you have a lot of models in the world. Then cast your
>> ray and count on the result being the terrain or a total failure.
>>
>> --al
>> -- --Original Message-- --
>> From: dir3d-l-bounces@(protected)
>> [mailto:dir3d-l-bounces@(protected)] On Behalf Of Carl
>> Welch
>> Sent: Thursday, March 25, 2004 8:52 PM
>> To: dir3d-l@(protected)
>> Subject: [Dir3d-l] Modelsunderray is driven' me craz-ay
>>
>> I've been trying to master terrain following for some time now. I've
>> looked at just about every example on the web and in books that I can
>> find. I just can't seem to get it to work for me.
>>
>> The only model this modelunderray script CAN'T see is "terrain", the
>> one that I want to get isectposition.z from and put it into the
>> camera's transform.position.z     I don't think thats to much to ask.
>>
>> Terrain Following script:
>>
>>    targetpos = scene.model("target").getworldtransform().position
>>    modelsList = scene.modelsunderray(vector(targetpos.X, targetpos.Y,
>> 100), vector(0,0,-1), #detailed)
>>    whichmodel = void
>>
>>    totalmodels = modelsList.count
>>    repeat with x = 1 to totalmodels
>>      put modelsList[x].model.name
>>      if modelsList[x].model.name = "terrain" then
>>        whichmodel = x
>>        exit repeat
>>      end if
>>    end repeat
>>
>>    if whichmodel <> void then
>>      vertb = modelsList[whichmodel].isectposition.z
>>    else
>>      vertb = 5
>>    end if
>>    scene.model("target").transform.position.z = vertb
>>
>>
>> What concept am I not grasping to make this work?
>>
>> --Carl
>>
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>
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