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[solved] Raycast around object


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  • 2 weeks later...

Its done and works perfect:

let mainMesh = BABYLON.MeshBuilder.CreateBox('enemy', { width: 0.5, size: 0.7}, game.scene);

mainMesh.position = new BABYLON.Vector3(Game.randomNumber(3,-10), 1.1, Game.randomNumber(-10,-16));
        mainMesh.visibility = false;
        mainMesh.physicsImpostor = new BABYLON.PhysicsImpostor(mainMesh, BABYLON.PhysicsImpostor.BoxImpostor, { mass:1, friction:0.01, restitution:0.2}, game.scene);

        let attackArea = BABYLON.MeshBuilder.CreateBox('enemy_attackArea', { width: 1.7, height: 0.1, size: 1.7}, game.scene);
        attackArea.parent = mainMesh;
        attackArea.visibility = false;

        let visivilityArea = BABYLON.MeshBuilder.CreateBox('enemy_visivilityArea', { width: 12, height: 0.1, size: 12}, game.scene);
        visivilityArea.parent = mainMesh;
        visivilityArea.visibility = false;

and afterRender in variable to unregister, after dispose object.

this.afterRender = function() {
            if(game.player) {
                if (self.visibilityArea.intersectsMesh(game.player.character.mesh, false)) {

                    var playerMesh = game.player.character.mesh.getChildMeshes()[0];
                    if(self.attackArea.intersectsMesh(playerMesh, false)) {

                        if (self.character.items.weapon.intersectsMesh(game.player.character.mesh, false)) {
                            playerMesh.material.emissiveColor = new BABYLON.Color4(1, 0, 0, 1);

                            var value = game.guiElements.hpBar.getValue();

                            game.guiElements.hpBar.updateValue(value - 0.2);

                            if(value-0.1 < 0) {
                        } else {
                            playerMesh.material.emissiveColor = new BABYLON.Color4(0, 0, 0, 0);

                    } else {
                        var velocity = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -0.041), self.character.mesh.computeWorldMatrix());



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Excellent solve, thx for sharing.

I found another post about shooting a ray from wandering enemy -> player, and if it hits a wall, then enemy cannot "see" player.  Some links to pathfinding systems are there, too.


Not sure if you need this or not.  Might be fun feature to add to game.

Be sure to mark this thread as [solved] if you wish (edit 1st post, change title).  But if you are still waiting for more replies, no need to mark as solved, of course.

I just wanted to pass-on something that might interest you.  Be well.

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