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3 Dimensional Chat / Line of Sight calculation

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Redmotion
22
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 24th Jul 2003 14:18
Has anyone managed to work out how to calculate the line of sight to an object from the camera? Whether an object is obscured by another object or whether it is visible?
PROJECTS:
Cyberbowl (70% done)
Something a bit bigger(understatement of the year) st art/concept/design doc stage
WindTech
22
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Joined: 7th Jun 2003
Location: United States
Posted: 24th Jul 2003 15:41
model under ray blahblah blah dont know code for DBP but use rays

Live as if to die tomorrow...
Learn as if to live forever.
Andy Igoe
22
Years of Service
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 24th Jul 2003 23:27
Yes pretty much.

Firstly check the target object is onscreen if it isn't then that's a load of processing saved.

Then using only those object number ranges likely to interfere (ie the level objects) check if they are onscreen.

Then make a loop to check various points along the way, checking range to target object - if range is fairly close run your collision detection routine with that object.

BSP works differently, I dont use BSP so wouldn't know. Matrix ground height can also be checked at each intersection.

Pneumatic Dryll

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