Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D Object Size (Vertices section of PLY file) Date: Mon, 30 Mar 1998 08:08:22 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 76 Message-ID: <6fnrcc$6ne6@chuka.playstation.co.uk> References: <6f9emu$f1o27@chuka.playstation.co.uk> NNTP-Posting-Host: userl031.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Think I've got it sussed, To make a 'bounding collision box', I've decided the best course of action to get the object 'size' is to poke around and come up with an x,y,z size from the Vertices section of the ply file associated with the particular RSD file. Though documentation sais the 'vertices' section contains the X,Y,Z co-ords of the vertices, one line for each vertex. I have found that this is in fact incorrect. The format I've stumbled across is.. X, Z, Y. Try it for yourself. Create a 200x200x50 cube,convert it, and look at the vertices in the ply file. It is definitely X,Z,Y. Anyway, more to point, is there a way to get these dimensions from the resulting .tmd file ? Additionally, I should point out that this is all in aid of collision detection. If anyone can turn me around and kick me in the direction of a nice sample with collision detection I'd be very happy indeed. Any help appreciated. Steve >I'll kick off in my normal fashion... > "I'm probably missing something >obvious..." > >If I slap a 3D object at 0,0,0, is there >anywhere in the myriad of structures >that I could politely question as to how >'large' the object is ? This is for >collision detection. I thought I'd be >quite good at this subject, as I ride a >motorbike through central London >everyday ! > >Also.... > > I have a simple cube object (simple >for you lot, still took me an hour!) >created in 3DS. When I export to dxf, >the normals are all AAF (pointing the >wrong way), so I can only dab on the >texture on the 'inside' of the cube. I >got around this by using the 'double >sided polygon' command line wotsit in >the dxf2rsd tool. The real problem is >that all surfaces of the cube are made >up of 2 triangles. Now when these are >displayed, I can see the 'gap' between >the two triangles on the textured face. > >Any help gratefully received... > > >Steve (come back the 6502) Dunn. > >