# gorgar

Members

6

1. ## solved Built in collision - Control sliding?

@Puck Did you find a solution to the sliding? I've made good progress on a FP character controller - but dealing w/ the slope sliding now.
2. ## solved Bounding Sphere Radius and Point Intersection

const min = new BABYLON.Vector3(-0.5, -0.5, -0.5) const max = new BABYLON.Vector3(0.5, 0.5, 0.5) const pnt = new BABYLON.Vector3(50, 50, 50) const boundingSphere = new BABYLON.BoundingSphere(min, max) // result is true const result = boundingSphere.intersectsPoint(pnt) The bounding sphere check above always returns true, although the point doesn't exist within the boundingSphere. http://www.babylonjs-playground.com/#IK3V1A#16
3. ## solved Bounding Sphere Radius and Point Intersection

So about question two. I've reformatted the demo: see link http://www.babylonjs-playground.com/#IK3V1A#13 If you use the boundingSphere, it always returns true for intersects points, even if you use a very small bounding sphere. I've implemented a difference version of intersectsPoint, which gives the results I was expecting.
4. ## solved Bounding Sphere Radius and Point Intersection

Thanks for the explanation jerome!
5. ## solved Bounding Sphere Radius and Point Intersection

Thanks for the quick response and details Pryme8! Doesn't this mean that each operation performance against the Bounding Sphere is potentially incorrect? EG intersectsPoint, isInFrustum. Assuming they depend on the internal radius, not 'realRadius'.
6. ## solved Bounding Sphere Radius and Point Intersection

Just got a quick question demonstrated in the following example: http://www.babylonjs-playground.com/#IK3V1A#6 Q1. You can see a sphere mesh being constructed with a diameter of 4, yet the bounding sphere of said mesh has a radius of '3.4641016151377544'. Shouldn't it be ~2? Q2. I may be misunderstanding BoundingSphere.intersectsPoint, but after picking a mesh from the scene, an additional check is done to see if said point exists within the bounding sphere. This returns true even when dragging across the plane, far away from the sphere. Why is this happening? Snippet of BoundingSphere.intersectsPoint // pick from scene, ignore ray helper, don't use fast pick const pick = scene.pick(scene.pointerX, scene.pointerY, m => m.name !== 'ray', false) // if we have a hit and the point exists within bounding sphere if (pick.hit && bs.intersectsPoint(pick.pickedPoint)) { ... } Thank you!