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Author Topic: Get impact point problem //Help me please  (Read 1259 times)
tikstt
Community Member
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Posts: 1


« on: May 05, 2004, 10:57:16 AM »

first of all I want to tell you about my project/
My project is Board game (Like chess) An I use TVmesh to my board by use

 Set board = New TVMesh
 Set board = Scene.CreateMeshBuilder

and I add floor by use(I create texture"BoardTexture" before this)

board.AddFloor GetTex("BoardTexture"), 0, 0, 160, 160, 0, 4, 4

next I want to check impact point when I click on board for move chess actor(3DS model)
by use

      If tmpMouseB1 <> 0 Then

        Set Pick = Scene.MousePicking(tmpMouseX, tmpMouseY, TV_COLLIDE_MESH, TV_TESTTYPE_BOUNDINGBOX)
       

        If Pick.IsCollision Then
       
        Picture1.Cls
        Picture2.Cls
        Picture3.Cls
        Picture1.Print Pick.GetImpactPoint.X
        Picture2.Print Pick.GetImpactPoint.Y
        Picture3.Print Pick.GetImpactPoint.Z
 
        End If

but I have some problem because I can't get true impact point

for example
          My  for board in world coordinate =
          (0,0,0)                          (0,0,160)
        (160,0,0)                        (160,0,160)
         Ummm...You can see  all Y=0 because it like plane
but when I check impact point(Y axis) on my board I get -186,150,-0.5,-16 and other

And next  I get false  X and Z too.
for example
         In neary point I get 500 and -800 but in real world is 500,499,498,497 ,and when I scan for check my impact point at X,Y,Z on board I can get about 0,150,-15,250,-80 not up from low to high

Um..Can you Help me? :cry:  :cry:  :cry:


What wrong in my code?
Can I use other object(ex. Landscape or Mesh) to be my board for get true impact point?
What is best object for my board?
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« Reply #1 on: May 10, 2004, 10:37:51 PM »

could maybe take out bounding box and put accurate testing. i had weird results when using bounding box. (could have just been my models though  :? )
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