HitTest 3D? (and other things EgoShooter;)

Hi you good people,

after all my vvvving for fun, study and sometimes free beers, I’m on my first (small) commercial (somewhat) project. Yay, a license! ;)

The job is to turn a static, browserbased photo essay with some spoken text for each picture into, well, something else. Something that can be explored and older children and young teenagers might like.

In my sketches so far, I’ve put the photos into virtual space and modified the Camera(WASD) to be steered with an XBox controller (as in walking around. hovering around). So far so nice enough. But:

As each picture comes with a mp3, I need to find a funky way to only have one active at a time and for this I’d really like to know how this can be the one the camera points or “shoots” at, e.g. the one being (partly) at 0,0.

Soyeah, how? Mind you, the example I attached could suggest the use of Pipet, but no, it really doesn’t

(and while I’m at it: could I use an invisible object around the camera and BulletPhys to give the world’s objects and the “player” some substance?)


hitTestPickMiddleOrSomething.v4p (12.1 kB)

i guess intersect (3d mesh) will help you. you can just interesect a ray with a bounding box that is invisible around your objects. Thats the very basic hit test 3d.

good luck with your project :)

well, it needs to happen after the camera, so to speak.
But I figured it out: the fancy intersect aka button-(3d-quad) ftw :) Thanks, anyways.

attached patch for further reference in case it’s useful for someone

hitTestFPS.zip (4.8 kB)

me again. Just to understand this…

controlling the ray’s direction in the Intersect (EX9.Geometry Mesh) is actual magic, right? How does the Line (EX9) give its orientation to the Intersect? I mean, I have it right in front of me, working but the Line’s values travel… backwards through its input?


the intersection is just math, there are no ‘objects’ involved. the line transformation transforms the mathematical representation of a ray which starts at (0, 0, -0.5) and points into the direction of the positive z-axis.

as the help patch states:
“delete this link to see the default orientation of the ray.
it goes from ( 0 | 0 | -0.5 ) to ( 0 | 0 | inf )”

after looking at it again…

(not the peak)