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: Sat, 28 Mar 1998 13:44:10 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 101 Message-ID: <6fo467$6ne11@chuka.playstation.co.uk> References: <6f9emu$f1o27@chuka.playstation.co.uk> <6fnrcc$6ne6@chuka.playstation.co.uk> <351F7F4E.CD3FB3D4@hinge.mistral.co.uk> NNTP-Posting-Host: userm860.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Thanks Craig > >Steve, the tmd member of a GsDOBJ2 structure points >to the TMD objects header. > Ahh, the wonderful magical unsigned long ! Good job us hobbiest aren't at all interested in fundamentals like this ! ;( Would have been a complete waist of paper if they did print any 'discrete clues' as to what we're actually poking around with ! ;) Still, the diagram on how to use the mains plug converter deserves some praise ! ;) Steve 'miffed' Dunn. > > >Steve Dunn wrote: > >> 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 > >Steve, the tmd member of a GsDOBJ2 structure points >to the TMD objects header. > >It's structure is something like: >typedef struct { > SVECTOR *vertices; // pointer to an array with n_verts > //elements with the vertex coords in it > long n_verts; > NORMAL *norms; > long n_norms; > PRIMITIVE *prims; > long n_prims; > long scale; >} TMD_OBJECT; > >I may have got this in the wrong order as I've not got my machine here, >but >that's the contents of the structure... > >Craig. >