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Plane.Intersects() method - ??

Last post 5/29/2008 11:35 PM by Jody McAdams. 1 replies.
  • 5/26/2008 2:07 PM

    Plane.Intersects() method - ??

    Hey all,

     I need to hit a wall. Literally. I have a player, who can collide with other objects via my BoundingSphereCollide() method in which I check if the player has collided with the objects bounding sphere with the intersects() method, works perfectly. Now I need a PlaneCollide() method, but the Plane.Intersects() method is weird, how would I go about making it work? there are things about matrices and quaternions, I know nothing about either. what would the matrix contain? I have looked up quaternions, and I don't think thats the direction I'm going in.

     or possibly I'm going about this the wrong way, is there a way to find the width/height of a mesh or model? because then I would just create a bounding box, or my own type of intersection plane.

    Thanks ahead of time,

    -Chris

  • 5/29/2008 11:35 PM In reply to

    Re: Plane.Intersects() method - ??

     Go here to see how the plane structure is represented:

     http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.plane.aspx

    Go here to read about the method you're asking about:

    http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.plane.intersects.aspx

    Puttin' my foot up on that rail since 2008.
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